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Drakeburn
2013-01-31, 12:05 AM
R863

I just got an idea about a d20 modern roleplaying game I want to run in the GITP forums. After watching a couple gameplay videos of the Jurassic Park video game (the newer game that is), I'm inspired to want to run a dinosaur themed campaign.

I believe the classes, occupations, weapons, and vehicles will fit in just fine.

However, I need help with the setting (a private island with facilities, labs, jungles, habitats, etc), obstacles (like electric fences for example), but most importantly, I really need help with the encounters (dinosaurs).

If you could help me put this campaign together, I would really appreciate it.

ShadowFireLance
2013-01-31, 12:34 AM
R863

I just got an idea about a d20 modern roleplaying game I want to run in the GITP forums. After watching a couple gameplay videos of the Jurassic Park video game (the newer game that is), I'm inspired to want to run a dinosaur themed campaign.

I believe the classes, occupations, weapons, and vehicles will fit in just fine.

However, I need help with the setting (a private island with facilities, labs, jungles, habitats, etc), obstacles (like electric fences for example), but most importantly, I really need help with the encounters (dinosaurs).

If you could help me put this campaign together, I would really appreciate it.
H.863

Dude, I want to play in that, Any Idea when?
Also, I have a good amount of Dinosaurs and stuff, Bookmarked, I could give you some links...

Persychan
2013-01-31, 08:25 AM
R 849

I'd like to request a creature (CR 18/20) that acts as a psychopomp (aka leads the spirits of the dead in the afterlife) with a feminine appearance and that is linked to the cold and undead, I also would like she has some kind of magic/supernatural/ect effect of sleep or hypnosis which also work on undead. Similar to an undead virago, but N/LN.

I repost my request hoping for more love this time ~♥

dspeyer
2013-01-31, 11:09 PM
H849

Angel of Death
"This man has spent a lifetime fighting darkness. There are forces that would want to take vengeance upon him while his soul is vulnerable, during the transition. But I will see him safely to the next world. The Prince of Darkness himself will not wrest him from me."
-- An Angel of Death describes her role (with apologies to Jim Butcher)
{TABLE]Size/Type:|Medium Outsider (law)
Hit Dice:|22d8+110 (198 hp)
Initiative:|+11
Speed:|50 ft (10 squares), fly 150ft(Good)
Armor Class:|43 (+7 dex, +15 natural, +11 deflection), touch 28, flat-footed 36
Base Attack/Grapple:|+22/+27
Attack:|dagger +29 melee (1d4+5 plus 3d6 con)
Full Attack:|daggers +27/27/22/22/17/12 melee (1d4+5 plus 3d6 con)
Space/Reach:|5ft/5ft
Special Attacks:|spell-like abilities, rest in peace
Special Qualities:|change shape,tongues,true seeing
Saves:|Fort +18, Ref +20, Will +20
Abilities:| Str 20, Dex 24, Con 20, Int 21, Wis 25, Cha 32
Skills:|Balance +32, Concentration +30, Diplomacy +36, Gather Information +36, Intimidate +36, Knowledge +30, Listen +32, Search +30, Sense Motive +32, Spot +32, Tumble +32
Feats:|improved initiative,weapon finesse,two-weapon fighting, improved two-weapon fighting, quicken spell-like ability (slay living), quicken spell-like ability (undeath to death), quicken spell-like ability (dismissal), quicken spell-like ability (cone of cold),
Organization:|solitary
Challenge Rating:|19
Level Adjustment:|--
[/TABLE]

spell-like abilities
At will: Death Ward, Slay Living, Raise Dead, Calm Emotions, Dictum, Fear, Greater Teleport, Undeath to Death, Dismissal, Cone of Cold, Greater Dispel Magic, Hallow 3/day: Wail of the Banshee, Banishment, Plane Shift, Disjunction, Polar Ray. For all, caster level is hit dice and saves are charisma-based.

rest in peace
As a standard action, an angel of death can lull all undead within 200 ft into a sleep-like state. A will save (dc 32) negates. The undead remain asleep until the angel of death leaves, though they can make new will saves every hour. An mindfull undead effected by this may choose to give up his undead status and go on to its rightful afterlife. For purposes of this decision, the creature ignores any alignment-change that was forced upon it by becoming undead.

change shape
An Angel of Death can take on the form of any living creature, though she is always female if the species has females, her skin/fur/scales/etc. are always as dark as the species gets, and her eyes are always solid black. She usually appears as the same species as the soul she is sent for.

tongues and true seeing
These are always active.

dagger
An Angel of Death's dagger is not a physical object, but a shard of pure concentrated death. It bypasses all damage reduction. If the angel loses control of the dagger, the dagger disintegrates and she can conjure a new one as a swift action.

Deflection
An angel of death adds her charmisma modifier to her ac as a deflection bonus. This is already included in the stat block.

ArkenBrony
2013-02-05, 09:02 PM
R. 684

if i could ask for a shadow dragon monster class that can be followed up to 20th level, or a link to one that already exists

dspeyer
2013-02-05, 10:19 PM
H 684 864

{table=head]HD|Skills|BAB|Fort|Ref|Will|Special|Natural Armor|SR
1d12|(6+int)x4|1|2|2|2|Energy Drain Immunity, Tiny, Dragon Traits|1|-
1d12|-|1|2|2|2|Breath Weapon 1|2|-
2d12|6+int|2|3|3|3|Wings|3|-
2d12|-|2|3|3|3|Int +2, Cha +2|4|11
3d12|6+int|3|3|3|3|Con +2|5|11
3d12|-|3|3|3|3|Wis +2, Cha +2|6|11
4d12|6+int|4|4|4|4|Int +2, Wis +2, "Wyrmling"|7|12
5d12|6+int|5|4|4|4|Str +2, Cha +2|8|12
6d12|6+int|6|5|5|5|Int +2, Wis +2|9|12
7d12|6+int|7|5|5|5|Small, "Very Young", Shadow Blend|10|13
8d12|6+int|8|6|6|6||11|13
9d12|6+int|9|6|6|6||12|14
10d12|6+int|10|7|7|7|"Young"|13|15
10d12|-|10|7|7|7|Mirror Image 3/day, Sorceror Casting 1, Cha +2|13|15
11d12|6+int|11|7|7|7|Str +2, Con +2|14|16
12d12|6+int|12|8|8|8|Int +2, Wis +2|15|16
13d12|6+int|13|8|8|8|Medium, "Juvenile", Breath Weapon 2, poor maneuverability|16|17
13d12|-|13|8|8|8|Sorceror Casting 2, DR 5/magic|16|17
14d12|6+int|14|9|9|9|Str +2|17|18
15d12|6+int|15|9|9|9|Frightful Presence DC 22|18|19[/table]

Class Skills: Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Hide, Knowledge (any), Listen, Search, Sense Motive, Spot, Use Magic Device

Breath weapon dc is 10 + 1/2HD + cha mod (not con mod, the way most dragons are).

Remember to recalculate natural weapons at each new size.

I think this lines up with the draconomicon entry for the four playable ages.

xanendorf
2013-02-06, 02:15 AM
R: 685
Requesting a homebrew conversion from pathfinder wizard.
I want to make a Dwarf only base class to replace wizards (who cant cast arcane spells in my world) . Main casting method is inscribing runes either on their armor/shields/scrolls (to save effects for later touching the rune would activate the effect) . Applying runes to a Warhammer or arrowheads for Damaging/touch spells.

Whoever manages to do this for me will earn my eternal gratitude, and a spot forever in my signature.

ArkenBrony
2013-02-06, 07:43 PM
C 864

an added thing i would like, level adjustment for the higher ages of shadow dragon would be nice

TheInsaneWombat
2013-02-06, 09:17 PM
R. 865 866

This started as a joke but since I ended up making the character...
Could anybody homebrew me a deity? Specifically, it is a T-Rex God and that's about all I have. If it's too vague I could probably think of some things that I'd like.

inuyasha
2013-02-06, 10:16 PM
R. 865 866

This started as a joke but since I ended up making the character...
Could anybody homebrew me a deity? Specifically, it is a T-Rex God and that's about all I have. If it's too vague I could probably think of some things that I'd like.

C 866
I got dis one >:D just gimme a little bit, not that long

Lacertarex
Greater deity
Symbol: A dinosaur eating a human
Home plane: the happy hunting ground (the wildlands, I like the 1e name better :smallsmile:)
Alignment: Chaotic neutral
Portfolio: kobolds, lizardfolk, destruction, strength, fighters, barbarians
Worshipers: lizardfolk, kobalds, some dragons, and definetly some barbarians
Clerical alignments: CN CG CE N
Domains: Strength, Scalykind (Deities&Demigods), Destruction, Nobility (Deities&Demigods)
Favored weapon: Greatsword

It probably sucks but let me know if it needs changes

ShadowFireLance
2013-02-07, 03:05 PM
R. 865 866

This started as a joke but since I ended up making the character...
Could anybody homebrew me a deity? Specifically, it is a T-Rex God and that's about all I have. If it's too vague I could probably think of some things that I'd like.

H.866

I kid you not, This is a Actual D&D God. :smallcool:

Kor, Lawful evil, Domains: Evil, Death, Destruction
Kor (Tyrranosaur): As we decided in the last installment, Kor and his followers have absorbed the essence of the great god of darkness. As a consequence, Kor is essentially dedicated to eradicating the humans, elves, and dwarves who reside on the Lost World. In accord with his wishes, the priesthood of Kor is constantly hatching plots designed to slowly chip away at the power amassed by the civilized societies. Ultimately, all of these efforts are part of a coordinated plan of attack masterminded by Kor himself.

Obviously, all of Kor's priests are evil, and most are lizardfolk. There are, however, a few renegade humans among the faithful who act as spies and operate secret cults inside the Lost World's civilized societies.


R.867!
I would like a Medium, Extremely Strong, Melee Based, Intellegent Dinosaur.
With RHD at ~10, and LA about +4.

(::) Cookie?

inuyasha
2013-02-07, 11:03 PM
H.866

I kid you not, This is a Actual D&D God. :smallcool:

Kor, Lawful evil, Domains: Evil, Death, Destruction
Kor (Tyrranosaur): As we decided in the last installment, Kor and his followers have absorbed the essence of the great god of darkness. As a consequence, Kor is essentially dedicated to eradicating the humans, elves, and dwarves who reside on the Lost World. In accord with his wishes, the priesthood of Kor is constantly hatching plots designed to slowly chip away at the power amassed by the civilized societies. Ultimately, all of these efforts are part of a coordinated plan of attack masterminded by Kor himself.

Obviously, all of Kor's priests are evil, and most are lizardfolk. There are, however, a few renegade humans among the faithful who act as spies and operate secret cults inside the Lost World's civilized societies.


R.867!
I would like a Medium, Extremely Strong, Melee Based, Intellegent Dinosaur.
With RHD at ~10, and LA about +4.

(::) Cookie?

what about my answer I homebrewed :(
also
C. 867
you mind having manipulators or are you just wanting straight dinosaur? because I can make it either way

dspeyer
2013-02-07, 11:07 PM
H867

Bowmans Raptor

{TABLE]Size/Type:|Medium Magical Beast
Hit Dice:|10d10+30 (80 hp)
Initiative:|-1
Speed:|50 ft (10 squares)
Armor Class:|16 (-1 dex, ++7 natural), touch 9, flat-footed 16
Base Attack/Grapple:|+10/+14
Attack:|talon +14 melee (1d8+4) or greataxe +14 (1d12+6)
Full Attack:|talon +14 melee (1d8+4) and 2 foreclaws +12 melee (1d3+2) and bite +12 melee (2d4+2) or greataxe +14/+9 (1d12+6) and talon +12 melee (1d8+4) and bite +12 melee (2d4+2)
Space/Reach:|5ft/5ft
Special Attacks:|Pounce
Special Qualities:|Low-light vision, scent
Saves:|Fort +10, Ref +6, Will +5
Abilities:| Str 19, Dex 8, Con 16, Int 8, Wis 11, Cha 8
Skills:|Disable Device -9, Hide +7, Jump +33, Listen +8, Open Lock -9, Sleight of Hand -9, Spot +8, Survival +8
Feats:|multiattack, power attack, iron will, track
Environment:|forests or urban
Organization:|solitary
Challenge Rating:|6
Advancement:|by character class
Alignment:|usually chaotic neutral
Level Adjustment:| +4^H^H +2
[/TABLE]

Pounce
If a bowmans raptor charges, it can make a full attack.

Favored Class
Warblade

Proficiencies
Bowmans Raptors are automatically proficient with the kukri, handaxe and greataxe

Skills
A Bowmans Raptor has a +8 racial bonus on Jump, Hide, Listen, Spot and Survival checks but a -8 racial penalty on Open Lock, Disable Device and Sleight of Hand checks due to not actually having hands.

The Bowmans Raptor shown here put all his skill ranks into jump, as most do. Bowmans Raptor racial hit dice treat Balance, Jump, Hide, Listen, Move Silently Spot and Survival as class skills.


This might be a little strong for its LA, but melee just isn't going to dominate at ECL 14 so I'm not too worried. Edit: On second thought, this is worth LA +2 at most.

inuyasha
2013-02-07, 11:13 PM
dangit :( it was already done

dspeyer
2013-02-07, 11:20 PM
There could be more than one. I'm curious how different yours would look.

inuyasha
2013-02-07, 11:22 PM
yeah Ill probably make it tommorrow :)

xanendorf
2013-02-12, 09:00 PM
R: 867
Ok I need help changing an ability for the Witch hunter (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/witch-hunter) Inquisitor arch Type. Im working with a pc to make theThe Spell scent ability to work more like tracking (the survival skill) .But im having problems with the DCs.


I already know that its going to be a Spellcraft check to follow the residual path of magic back to the source. (He will only be able to use this when he can detect magic, and at a much higher level)

Some I thought of are...
Negatives for extra casters of the same type casting at any point in the path
Negatives for every hour the spell was cast
Positives for being affected by the spell
Positives for being there when the spell was cast

inuyasha
2013-02-13, 12:07 AM
ok sorry I never made that dino but I actually have a request now

R. 868
WARNING PROMETHEUS SPOILERS

I would like d20 stats for the aliens from prometheus, the snakelike facehuggers, the proto-alien, the engineer, and the really really big facehugger

super dark33
2013-02-13, 12:54 AM
I'd like you to make a class that is based on the character Problem Sleuth, with the Tectrix of the Arbitor and ink of squid pro quo as magic items.

snowboule
2013-02-18, 04:44 AM
R869
Sup guys! id like to see a prc 5-10 level for two-handed weapon only. Kind of Heavy hitter (and not a rager/barb) :smallamused:

Just to Browse
2013-02-18, 04:52 AM
R869
Sup guys! id like to see a prc 5-10 level for two-handed weapon only. Kind of Heavy hitter (and not a rager/barb) :smallamused:

I need to get some more practice, so I'll take this on.

C 869

Questions:

What role is this class filling--tank/damage, minion clearing, assassination, etc?
What entrance level do you want? Should it be set for a level 10 character to take or a level 5 character to take?
Do you want any magic in it?
How many unique abilities (between 1-10) do you want to see? By this I mean I could give a new sword-bashing ability every level and they all do something different, or I could start level 1 with "sword hard" and every level would be "sword hard + something extra". Or any mix in-between. Keep in mind that the more abilities you get the harder they become to keep track of and use in combat.

super dark33
2013-02-18, 05:11 AM
I'd like you to make a class that is based on the character Problem Sleuth, with the Tectrix of the Arbitor and ink of squid pro quo as magic items.

Ah forgot that there are rules
R870

enderlord99
2013-02-18, 12:21 PM
R871
This is actually several requests in one, but they go together so...


one template for each form of incorporeal undead that doesn't already have one
a link to the ones that do already exist
a lich variant (template, of course) that, instead of having a phylactery, splinters your soul into one of each of those previous templates (applied to the same character build as the splinterlich template, as I want it to be called), while also granting your body similar powers to a regular lich, but slightly stronger. If any of your soul-pieces (or your body) are destroyed, they regenerate, in the same place they were destroyed, at the next sunset... unless every single one of them is destroyed before then.

dspeyer
2013-02-18, 09:33 PM
C871

There's a lot of incorporeal undead.

In SRD:

Allip (http://www.d20srd.org/srd/monsters/allip.htm#)
Caller in Darkness (http://www.d20srd.org/srd/psionic/monsters/callerInDarkness.htm#)
Shadow / Greater Shadow (http://www.d20srd.org/srd/monsters/shadow.htm#)
Shadow of the Void (http://www.d20srd.org/srd/epic/monsters/shadowOfTheVoid.htm#)
Shape of Fire (http://www.d20srd.org/srd/epic/monsters/shapeOfFire.htm#)
Spectre (http://www.d20srd.org/srd/monsters/spectre.htm#)
Wraith / Dread Wraith (http://www.d20srd.org/srd/monsters/wraith.htm)


Web Enhancements:

Effigy (http://www.wizards.com/default.asp?x=dnd/ex/20020802)
Golem Remnant (http://www.wizards.com/default.asp?x=dnd/fw/20041126a)


Without good online presence:

Sea Wraith from city of splendors: waterdeep
Orb Wraith from city of the spider queen
Silveraith from city of the spider queen
Casurua from dragon magazine
Spiritus Anime from dragon magazine
Trap Haunt from dragon magazine
Bhut from fiend folio
Ghostly Visage from fiend folio
Crypt Chanter from libris mortis: the book of the dead
Dream Vestige from libris mortis: the book of the dead
Evolved Wraith from libris mortis: the book of the dead
Murk from libris mortis: the book of the dead
Quell from libris mortis: the book of the dead
Spectral Lyrist from libris mortis: the book of the dead
Umbral Displacer Beast from libris mortis: the book of the dead
Voidwraith from libris mortis: the book of the dead
Cursed Spirit from miniatures handbook
Banshee from monster manual ii
Crimson Death from monster manual ii
Jahi from monster manual ii
Deathshrieker from monster manual iii
Ephemeral Swarm from monster manual iii
Blade Spirit from return to the temple of elemental evil

enderlord99
2013-02-18, 10:07 PM
C871

I could do with (instead of "all" of them) just:

Ghost, Specter, Wraith, Shadow, Allip, Jahi and Phantom.

The Splinterlich is the main part, of course.

snowboule
2013-02-19, 12:05 AM
I need to get some more practice, so I'll take this on.

C 869

Questions:

What role is this class filling--tank/damage, minion clearing, assassination, etc?
What entrance level do you want? Should it be set for a level 10 character to take or a level 5 character to take?
Do you want any magic in it?
How many unique abilities (between 1-10) do you want to see? By this I mean I could give a new sword-bashing ability every level and they all do something different, or I could start level 1 with "sword hard" and every level would be "sword hard + something extra". Or any mix in-between. Keep in mind that the more abilities you get the harder they become to keep track of and use in combat.

1 I would say a mix of minion clearing/damage
2 whatever you feel comfortable in but I would prefer 5
3 No magic as preference but I would not mind arcane magic.
4 numbers of unique abilities does not matter much to me anything you feel comfortable in :smallsmile:

Just to Browse
2013-02-19, 07:35 PM
1 I would say a mix of minion clearing/damage
2 whatever you feel comfortable in but I would prefer 5
3 No magic as preference but I would not mind arcane magic.
4 numbers of unique abilities does not matter much to me anything you feel comfortable in :smallsmile:

Excellent, I was hoping you'd say 5.

WIP goes below. I'll remove this line once I think the class is completed.
EDIT: Class is playable to level 2 but has bad formatting and grammar. More work will be done Thursday.

The Threat

Requirements:

BAB +5
Cleave
Any one of: Improved Bull Rush, Improved Trip, Improved Sunder, Improved Overrun, Improved Disarm, or Mobility

d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+2|+0|Momentum, Combat Prowess (Great Cleave)
2|+2|+3|+3|+0|First Strike, Combat Prowess
3|+3|+3|+3|+1|Finisher
4|+4|+4|+4|+1|Bonus Feat, Combat Prowess
5|+5|+4|+4|+1|Combo Strike
6|+6|+5|+5|+2|Bonus Feat, Combat Paragon
7|+7|+5|+5|+2|Persistent Momentum
8|+8|+6|+6|+2|Bonus Feat, Combat Paragon
9|+9|+6|+6|+3|Blackout Finisher
10|+10|+7|+7|+3|Ultimate Combo, Combat Paragon
[/table]

Proficiencies: The threat gains proficiency with one exotic weapon upon taking his first level. He gains no proficiency with armor or shields.

Momentum (Ex): On any turn in which the threat scores a critical hit or causes a creature to fall below 1 HP, he gains momentum. When a theat has momentum, he gains a +2 morale bonus to hit and to armor class. Momentum lasts until the end of the 2nd round after it was gained, and can be refreshed by scoring a critical hit or dropping a creature below 1 HP before the duration ends.

Combat Prowess: Each time a threat gains the Combat Prowess class feature, he chooses one of the options below and gains the benefit of those options while he has momentum. Each option other than the fighter bonus feat has a certain feat prerequisite. If the option grants a feat, the threat is treated as having that feat for the purposes of feat and prestige class prerequisites.

At level 1, the threat must choose Great Cleave as his option from Combat Prowess, but he is free to choose other options any time he gains Combat Prowess after level 1.
Knockback: The threat gains the Knockback feat (Races of Stone) as a bonus feat while he has momentum. Prerequisite: Improved Bullrush
Knockdown The threat gains the Knock-Down feat (Sword and Fist) as a bonus feat while he has momentum. Prerequisite: Improved Trip
Great Cleave: The threat gains the Great Cleave feat as a bonus feat while he has momentum. Prerequisite: Cleave
Great Sunder: The threat gains the Great Sunder feat (Psionics Handbook) as a bonus feat while he has momentum. Prerequisite: Improved Sunder
Weapon Thief: The threat gains the Snatch Weapon feat (Song and Silence) as a bonus feat while he has momentum. He is treated as proficient with any weapon he grabs using Weapon Thief for 1 round, and may elect to drop anything he is holding in order to hold the weapon. This also allows him to snatch a two-handed weapon and make a free attack with it. Prerequisite: Improved Disarm
Juggernaut The threat can make use an overrun action as part of a move action or charge while he has momentum. During an overrun attempt, if he fails the strength check by 4 or less he instead moves through the square of his target them and no one falls prone. Prerequisite: Improved Overrun
Pounce The threat gains the extraordinary ability pounce while he has momentum. He is also treated as having pounce against any target that he has selected to apply his Dodge bonus against, regardless of whether he has momentum or not. Prerequisites: Dodge and Mobility
Bonus Fighter Feat: If he does not choose another option, the threat can gain any fighter feat that he qualifies for as a bonus feat.

First Strike (Ex): At 2nd level or above, a threat that doesn't have momentum deals bonus damage equal to his base attack bonus. When he wields a weapon with two hands, the bonus damage increases to one and a half his base attack bonus.

Finisher (Ex): A threat of 3rd level or above with momentum can make a single attack as a full-round action. He may choose to either automatically hit with the attack (forgoing any sort of attack roll and preventing the application of Power Attack or Combat Expertise) and double his damage, or make an attack roll against all creatures and objects within a cone out to medium range. Damage from this attack ignores hardness and damage reduction other than DR/- and DR/epic.

After using a finisher, the threat cannot gain momentum until the end of his next turn. Fort save v. something

Combat Paragon
• Smash back – Bull rush any size. Successful bull rush sends targets flying through the air and leaves them prone. Failed bull rush pushes them 10 feet back.
• Spin Moves – Swift action, trip attempt at any enemies within reach
• Supreme Cleave – 5’ Step between cleaves
• Supreme Sunder – Automatically hit sunder attacks, power attack bonus damage. Can hurt natural attacks?
• Trample – On a charge, gain trample w/damage = weapon damage. Can trample a charged target. PA applies, but you must choose what penalty to take before attacking the first target.
• Combat Prowess -- You can pick two abilities off of the Combat Prowess list. Yes, this means you can get 3 fighter feats at level 11. I hope they're worth it.

Finisher: Spend momentum to deal bonus damage (scale to force Fort Save v. Death?)

First Strike: If no momentum, deal bonus damage equal to BAB.

snowboule
2013-02-20, 01:51 AM
I love that momentum idea, this look great, eager to see the product finished! :D

The Bandicoot
2013-02-27, 11:14 PM
R872
I need stats for a common variety potato that has been Awakened as by the druid spell. I'd like the CR to be somewhere between 1/4 and 1

Three cookies to whoever does it ^_^
(::)(::)(::)

Milo v3
2013-02-27, 11:37 PM
R872
I need stats for a common variety potato that has been Awakened as by the druid spell. I'd like the CR to be somewhere between 1/4 and 1

Three cookies to whoever does it ^_^
(::)(::)(::)

Follow the normal rules for awakened plants: Animated Object with Plant type instead of construct.

Though I'm wondering, what gave you the idea of Awakened Potatos?

The Bandicoot
2013-02-28, 12:22 AM
Follow the normal rules for awakened plants: Animated Object with Plant type instead of construct.

Though I'm wondering, what gave you the idea of Awakened Potatos?

If I knew where half of my ideas came from maybe I'd be a bit more sane :smalltongue:

inuyasha
2013-02-28, 07:28 PM
ok sorry I never made that dino but I actually have a request now

R. 868
WARNING PROMETHEUS SPOILERS

I would like d20 stats for the aliens from prometheus, the snakelike facehuggers, the proto-alien, the engineer, and the really really big facehugger

hopeful repost :smalltongue:

ShadowFireLance
2013-03-03, 10:28 AM
Hi all! Would anyone be willing to create Flame Atronachs (http://elderscrolls.wikia.com/wiki/Flame_Atronach_(Skyrim)), in D&D 3.5, From The Elder Scrolls game for me?
Under Cr 20, But above 5, preferablly as close to the game as you can make it with 3.X rules, Thanks!

Pyromancer999
2013-03-03, 12:22 PM
R873
Hi all! Would anyone be willing to create Flame Atronachs (http://elderscrolls.wikia.com/wiki/Flame_Atronach_(Skyrim)), in D&D 3.5, From The Elder Scrolls game for me?
Under Cr 20, But above 5, preferablly as close to the game as you can make it with 3.X rules, Thanks!

C873
May or may not be entirely what you're looking for, but in my Dovahkiin class, I made some adjustments to elementals for an Apprentice-level Mage Perk. Again, may or may not serve your purposes.

zzuxon
2013-03-03, 02:40 PM
R874

I would like a humanoid(body type) aberration(creature type) of medium size, with an an int of 2 and a fractional CR.

inuyasha
2013-03-03, 03:51 PM
R874

I would like a humanoid(body type) aberration(creature type) of medium size, with an an int of 2 and a fractional CR.
C874
I could probly do this but is there any other interesting details or background like features or attacks?

zzuxon
2013-03-03, 08:03 PM
C874
I could probly do this but is there any other interesting details or background like features or attacks?

Basically, they are designed to be a host in part of a PC races life cycle. The PC race is related to Illithids, and If you've read lords of madness, you'll know that Illithids reproduce by replacing a sentient humanoids brain with an illithid tadpole, which transforms the host into an Illithid. This would be the PC races favored host for this process.

inuyasha
2013-03-03, 08:56 PM
1. I actually do know that without ever reading the lords of madness
2. Ok let me see what I can do
3. also from not reading the lords of madness, did you know that beholders have genitelia in their mouths? are you scarred for life? Did you not wanna know that? too bad :smallcool:

P.S. I did not make that up because its disgusting, it is really real :p

Metahuman1
2013-03-08, 08:00 AM
R 875

I'm requesting a Titan Monster Class Progression. Need it for a side in a Tristalt game.

Would prefer the following.

Powerful Build.
Outsider Hit Die (and all the nice things that come with it, 8 skill points a level, all good saves, so on.)
A natural Slam Attack.
Improved Grapple as a bonus feat.
Improved Grab ability.
Achive Hugh Size by 10th lvl.
And a fair preservation of that lovely ability score progression that gives them those crazy stats!



Thanks in advance!

togapika
2013-03-08, 08:25 AM
R 876
Requesting a prestige class based around rings, with the ability to wear lots of magic rings.

Xaotiq1
2013-03-08, 12:20 PM
R 876
Requesting a prestige class based around rings, with the ability to wear lots of magic rings.

Sorry about the cruddy name, but let's give this a try:

BANDED MASTER

Prerequisites:
Appraise (8 ranks)
Knowledge: Arcana (8 ranks)
Extra Rings Feat (ECS, 53)
Base Will Save: +7

BAB: As Bard
Saves: Bad: Fort & Ref, Good: Will
Alignment: Any

Class Skills:
The Bnaded Master's class skills (and the associated ability scores for each) are: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Inimidate (Cha),
Knowledge: Arcana (Int), Knowledge: Local (Int), Knowledge: Nobility/Royalty (Int), Profession (Any),
Use Magic Device (Cha)

Weapons & Armor: Gains no new proficiency.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Knuckleduster, More Extra Rings
2|+1|+1|+1|+3|Bind Rings, Efficient Rings
3|+2|+1|+1|+3|Call Ring, Copy Ring
4|+3|+1|+1|+4|Improved Ring Binding, Strong Rings
5|+3|+2|+2|+4|Master Ring, Scrying Rings[/table]

Knuckleduster (Ex): As long as you wear at least 1 magic ring, you gain the benefits of the Improved Unarmed Strike and Superior Unarmed Strike feats.
Your unarmed attacks overcome DRx/Magic and DRx/alignment based on your own alignment(Law vs Chaos, Good vs Evil, etc.).
Those of neutral alignment can choose any two to oppose.
At 3rd level, your unarmed attacks overcome all damage reduction and hardness.

More Extra Rings (Ex): You may wear and benefit from 2 additional magic rings, plus another for each class level (Max=8).

Bind Rings (Su): A 2nd level class can bind magic rings to any of their least or lesser chakras (MoI, 50, 110-111), though the ring stays on their hand. THey are able to bind 2 rings in this fashion at 2nd level. At each additional class level, they may bind an additional ring. All rings must be bound to a different chakra.
Bound rings grant the bonuses/effects as if the class had invested essentia equal to 1/2 their Banded Master level in each one.

Efficient Rings (Su): Any rings you wear that have per day abilities have the number of uses doubled.

Call Ring (Su): Any magic ring that you have worn within the last 24 hours (up to the max number of rings you can wear & benefit from)may be called to your hand as a swift action. This ability functions as long as the ring is on the same plane as yourself and is within 100 miles of your location.

Copy Ring (Su): You may infuse any non-magical ring with the power of a ring you wear. This enchantment lasts for 1 hour per class level.

Improved Ring Binding (Su): The powers of any ring bound to one of your chakras becomes supernatural abilities.

Strong Rings (Su): The save DC of any power of rings you wear is increased by your class level.

Master Ring (Su): You may combine up to four of your magic rings into a single ring and still benefit from all of them as if they were only one. Your Master Ring takes up 2 of the rings you can normally wear and benefit from.

Scrying Rings (Sp): You can use scrying as the spell at will using any magic ring that you've worn for at least 24 hours (up to the max number of rings you can wear & benefit from).

You can wear 6 and benefit from 10 magic rings at a time.

Xaotiq1
2013-03-08, 12:58 PM
Okay, I can't find the number on this request as the post seems to have disappeared, but Wardonis, if you're out there:

Orb Dancer
Game Rule Information
Abilities: Int>Dex>Con>Str/Wis/Cha.
Alignment: Any chaotic.
Hit Die: d8
Starting Gold: 4d4x10gp
Starting Age: As Bard

Class Table
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Orbs|Orb Damage

1st|
+1|
+0|
+2|
+2|Ocular Orb (360° vision), Orbs, Orbital Flurry|
3|
1d4

2nd|
+2|
+0|
+3|
+3|Battle Fortitude (+1)|
3|
1d4

3rd|
+3|
+1|
+3|
+3|Orbital Clarity (Ref Saves)|
3|
1d6

4th|
+4|
+1|
+4|
+4|Enhanced Orbs (+1), Evasion|
4|
1d6

5th|
+5|
+1|
+4|
+4||
4|
1d6

6th|
+6/+1|
+2|
+5|
+5|Orb Combo (2), Orbital Ardor (Critical Confirmation)|
4|
1d8

7th|
+7/+2|
+2|
+5|
+5|Persistent Orb (1)|
4|
1d8

8th|
+8/+3|
+2|
+6|
+6|Enhanced Orbs (+2)|
5|
1d8

9th|
+9/+4|
+3|
+6|
+6|Orbital Cunning (Damage)|
5|
1d10

10th|
+10/+5|
+3|
+7|
+7|Ocular Orb (Blindsense)|
5|
1d10

11th|
+11/+6/+1|
+3|
+7|
+7|Battle Fortitude (+2), Improved Evasion|
5|
1d10

12th|
+12/+7/+2|
+4|
+8|
+8|Enhanced Orbs (+3), Orb Combo (4)|
6|
2d6

13th|
+13/+8/+3|
+4|
+8|
+8|Orbital Skill (Opposed Checks)|
6|
2d6

14th|
+14/+9/+4|
+4|
+9|
+9|Persistent Orb (3)|
6|
2d6

15th|
+15/+10/+5|
+5|
+9|
+9||
6|
2d8

16th|
+16/+11/+6/+1|
+5|
+10|
+10|Enhanced Orbs (+4)|
7|
2d8

17th|
+17/+12/+7/+2|
+5|
+10|
+10|Orbital Mastery (AoO's)|
7|
2d8

18th|
+18/+13/+8/+3|
+6|
+11|
+11|Orb Combo (6)|
7|
2d10

19th|
+19/+14/+9/+4|
+6|
+11|
+11|Ocular Orbs (Blindsight)|
7|
2d10

20th|
+20/+15/+10/+5|
+6|
+12|
+12|Battle Fortitude (+3), Enhanced Orbs (+5)|
8|
2d10[/table]

Class Skills
The class skills (and key ability for each skill) for the Orb Dancer are: Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana), Knowledge (Nature), Knowledge (The Planes), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill Points per level: 4+ Int modifier (x4 at 1st level)

Class Features

All of the following are class features of the Orb Dancer:

Weapon and Armor Proficiency: Orb dancers are proficient with all simple, melee weapons, including those that can be thrown. They are also proficient with 5 martial weapons of their choice. Orb dancers are proficient with light armor. Orb dancers are not proficient with shields of any kind.

Ocular Orbs (Su): As long as they have one orb manifested (see below), the orb dancer gains the benefit of ubiquitous vision; meaning they see in a 360° sphere. Opponents are denied their flanking bonus, and rogues are denied their ability to sneak attack them for being flanked (they may sneak attack if they are also denied your Dex modifier to AC). Orb dancers gain a +4 to Search and Spot checks. Conversely, you take a -4 to saves versus gaze attacks.
At 10th level, the orb dancer gains the benefits of Blindsense out to 30’ as their orbs sweep the area. At 19th level, the orb dancer’s Blindsense increases to 60’; and they gain Blindsight out to 30’.

Orbs (Su): Orb dancers are called such as they are able to manifest orbs of various energy types that they use to combat foes and solve other problems. An orb is roughly 5” in diameter and once manifested, floats near the orb dancer, occupying their square.Manifesting an orb is a free action. An orb dancer can only manifest a number of orbs per round per Table: Orb Dancer.
Each orb has an energy type and a suite of abilities the orb dancer may use (see Table: Orbs & Orb Powers. The action to use each power is listed in its description. Unless otherwise stated, orb powers are supernatural (Su) abilities. An orb dancer may summon as many orbs of any energy type up to their maximum.
An orb dissipates after being used, so the orb dancer can use one power per orb per round.
An orb can be destroyed. An orb has 10 hit points and a hardness of 10. If an orb is attacked with an energy type that directly opposes it, the orb dissipates immediately. Expended or destroyed orbs cannot be manifested until the orb dancer’s next turn. The orb does not ignore armor or shield bonuses, despite being made of energy, because the force that keeps the orb from dissipating makes it semisolid. Orbs are treated as magic for the purpose of overcoming damage reduction.

Orbital Flurry (Su): As a full round action, an orb dancer can make a number of additional attacks equal to the number of orbs they have manifest. These attacks are made at the orb dancer’s highest base attack bonus. All attacks made during the orb dancer’s turn take a -2 penalty. At 5th level, the penalty drops to -1; and disappears at 9th level. Also at 9th level, the orb dancer can make an orbital flurry as part of a move or standard action, but only once per round.

Battle Fortitude (Ex):A t 2nd level, a orb dancer gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A orb dancer loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Orbital Clarity (Ex): A orb dancer can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your orb dancer level) on your Reflex saves.

Enhanced Orbs (Sp): The orb dancer’s orbs gain an enhancement bonus to attack and damage rolls for every 4 hit dice the orb dancer has.

Evasion (Ex): As Monk

Orb Combo (Su): Starting at 5th level, orb dancers can use multiple orbs with an orb power. At 10th, 15th, and 20th levels, the orb dancer can add another of their manifested orbs as part of the combo.

Orbital Ardor (Ex): Starting at 6th level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Persistent Orb (Su): A orb dancer of 7th level has better control of the primal energy they weild. When they use an orb to acitvate a power or of an orb would be destroyed, they can make a DC25 Will save to keep it from dissipating. An orb dancer may attempt this once per round at 7th level and 3 times per round at 14th level.

Orbital Cunning (Ex): Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 9th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Improved Evasion (Ex): As Monk

Orbital Skill (Ex): You anticipate your enemies’ ploys and tactics. At 13th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy’s bull rush, disarm, feint, overrun, sunder, or trip attempt.

Orbital Mastery (Ex): You notice the most subtle openings and cues offered by your opponents. At 17th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.

Orbs and Orb Powers
{table=head]Type|Color|Movement Mode

Air|
Gray|
Flight

Acid|
Green|
Burrow

Cold|
Blue|
Swim

Earth|
Brown|
Burrow

Electricity|
Yellow|
Teleport

Fire|
Red|
Flight

Force|
Clear|
Flight

Light|
White|
Teleport

Metal|
Silver|
Climb

Positive Energy|
Gold|
+15' bonus to all speeds

Negative Energy|
Purple|
+15' bonus to all speeds

Shadow|
Black|
Teleport

Sonic|
Pink|
Flight

Water|
Indigo|
Swim

Wood|
Tan|
Climb[/table]

Attack (Area),5th level
You may use your orb to deliver an attack as a burst, cone, line, or sphere as a standard action or part of a full-attack action; after which your orb dissipates until your next turn.. The area of the attack is 15’ plus another 5’ for every 3 hit dice you possess. Targets are allowed a reflex save and take half damage if successful.
Attack (Melee), 1st Level
You make a melee attack against a single foe. If your attack hits, your orb dissipates until your next turn. You may shape your orb into any weapon you are proficient with. Melee attacks with an orb may target opponents up to 10' away, use the orb dancer's Dex modifier to affect attack rolls and have a critical threat range of 18-20x2. Shaping an orb into a reach weapon increases this to 15'.
Attack (Ranged), 3rd Level
Your orb unleashes a beam of energy (or a bolt or missile of some kind). If your attack hits, your orb dissipates until your next turn.This power is a ranged touch attack with a range increment of 50'. Using an orb this way provokes attacks of opportunity whether doing a standard or full-attack action.
Defense (Deflect), 12th Level
The orb you choose springs to your defense. It creates a temporary shield against an incoming attack. You gain a deflection bonus equal to ½ your orb dancer level against one attack. This power is activated as a swift or immediate action. If the attack deals damage that counters the orb’s energy type, this power is negated.
Defense (Resist), 18th Level
Resist gives the orb dancer energy immunity to the energy of the orb type used; or in the case of air, earth, force, metal, water, and wood, Fast Healing 5. This lasts until the end of the orb dancer’s turn. Using this power is a swift or immediate action.
Defense (Retort)
Whenever you are the subject of a melee attack, you may use this power to deal your orb damage in response to that attack. If you are able to attack an area with your orb, or if you can gestalt your orbs, you may do so. You may counter one attack for each orb you have up to a maximum of your Dex modifier. Using this power removes your ability to make attacks of opportunity until the end of your next turn. This power is activated as a free action.
Movement, 7th Level
As a standard action, an orb dancer may command one of your orbs to grant you a movement mode not normally possessed by you. The movement type is based on the energy/element type of the orb you are using.
Burrow and climb speeds are equal to 1/2 your land speed. Swim and flight (average maneuverability) speeds are equal to your land speed. Teleport is 20'
Orb Combos
Orb Gestalt
You meld your orbs into a swirling mass and attack with all at once. When you use any Attack power, you can meld any number of your manifested orbs gaining the following per orb added to the first: +1 damage dice, +1 enhancement bonus, and +1 to the save DC if using the Area power.
Orbital Maneuver
Your orbs allow you to bull rush, disarm, grapple, or trip opponents without leaving your square. You may initiate any of these combat maneuvers within 50' of your space.
Each orb you add to the combo past the first two add a +2 to any opposed checks needed to execute them. Your orbs do not provoke attacks of opportunity when performing any of these actions.
Orbital Shield
As a move action, you cause your orbs to coalesce into a multi-hued armor. You gain a bonus equal to your Enhanced Orbs bonus +1/additional orb after the first. The number of orbs you use determines the effect the armor has on your movement and agiliy. 2 orbs makes light armor (Max Dex +5, ACP -2, normal move), 3-4 makes medium armor (Max Dex +3, ACP-4, -10 (-5 for small) move, and 5 makes heavy armor (Max Dex +0, ACP-6, move same as medium, but cannot run)
This orb combo can be maintained as a free action for a number of rounds equal to the orb dancers Int modifier.

AkazilliaDeNaro
2013-03-08, 01:15 PM
R 877

Okay lets see if I can get this right
I want/need to know how to add the ghost brute template to a cheetah. It shouldn't be that complicated but, it is! I'm particularly stuck on its attacks sooo yeah... that's all I need/want.

backpackjack
2013-03-12, 10:37 PM
R878:

I'd like to see if we can come up with a CR 5-10-ish Phoenix creature based on J.K. Rowling's Fawkes the Phoenix. I'm guessing, based on the books, that some of its qualities should be: it is small, red, has golden tail feathers, glows slightly, is warm/hot--but seemingly not burning hot--to the touch, has healing capabilities (regenerate and heal), resurrects itself, is immune to petrification, can carry many times its weight (at least by its tail while flying), can sing to inspire courage and ease despair, has some teleportation abilities, and is highly intelligent. I think it would be cool to see this and would appreciate some help getting it started. (I know that MMII has already created a phoenix, but they seem so different than the Fawkes type Phoenix.)



Here's a start--let me know what you think:
Fawkes Phoenix
Small Magical Beast (Fire)
HD 6d10+6 (39 hp)
Speed 10 ft. (2 squares); Fly 60 ft. (perfect) (12 squares)
Init +5
AC 21 (+1 size, +5 Dex, +5 deflection); touch 21; flat-footed 16
BAB +6; Grp -4
Attack Eye Strike +11 melee (1d1, 18-20/see text)
Full-Attack Eye Strike +11/+6 (1d1, 18-20/see text)
Space 5 ft.; Reach 5 ft.
Special Attacks Eye Strike (Ex)
Special Qualities Immunity to fire and petrification, vulnerability to cold, restorative tears, self resurrection, aerial transport, phoenix song, spell-like abilities, darkvision.
Saves Fort +6 Ref +10 Will +9
Abilities Str 10, Dex 21, Con 12, Int 25, Wis 18, Cha 16
Skills Concentration +9, Listen +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge Nobility and Royal) +9, Move Silently +9, Sense Motive +9, and Spot +9
Feats Weapon Finesse (beak), Flyby Attack, Improved Flyby Attack
Environment Mountains
Organization Almost always solitary
Challenge Rating 6
Treasure None
Alignment Any good
Advancement by Small 6-8
Level Adjustment None

You see an attractive brilliantly red bird, about the size and shape of a peacock, with long golden tail feathers, a golden beak and talons, and coal-black eyes. The bird radiates heat and a dim light.

Fawkes Phoenixes are rare and beautiful birds. They are a symbol of hope and good fortune for all who associate with them. They are extremely intelligent and because of their ability to resurrect themselves with full memory, they have extremely long lives and know a great deal about the world. They understand all languages, but tend not to speak (though they do use gestures to communicate non-verbally). When a Fawkes Phoenix dies, it always does so in a burst of flames and it will—until the natural end of its life—always rise from its ashes, even if they are disbursed.

They are herbivorous creatures who, with one exception, are non-violent, pacifists. They will, to protect their allies, use their Eye Strike ability on huge or larger creatures, but only in the most dire of circumstances. They will readily sacrifice themselves to protect their allies and have an uncanny sense about when to intercept a death blow or spell.

Individual Fawkes Phoenixes have been known to associate themselves with powerful spell-casters or royalty with whom they share objectives and to whom they can be fiercely loyal, but they are unwilling to serve as familiars. They mate only a few times during their long lives and, otherwise, only rarely associate with their own kind.

Eye Strike (Ex)
Although they are docile, peaceful creatures, when protecting an ally from creatures of Huge size or larger, they may make use eye strike, which, on a critical hit, will puncture the defending creature’s eye, causing permanent blindness therein.

Restorative Tears(Su)
The Fawkes Phoenix’s tears, which it can produce thrice per day, channel positive energy into a creature to wipe away and repair injury and afflictions as a 13th level caster. The tears immediately end any and all of the following adverse conditions affecting the target: ability damage, ability drain, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, negative levels, poisoned, severed body parts, sickened, and stunned. They also cure up to 13d10 hit points of damage. They do not restore levels or Constitution points lost due to death. These tears must be delivered directly from a Fawkes Phoenix; they cannot be bottled and used at another time or otherwise used to make palliative potions.

Self-Resurrection (Su)
Fawkes Phoenixes live thousands of years broken up into six-month cycles: life, death in ashes, rebirth from the ashes, and so on. At any point during the cycle, if a Fawkes Phoenix dies prematurely, it merely begins the cycle once again. Rebirth is essentially immediate and its infancy lasts about two hours, after which time it reaches full maturity.

Aerial Transport (Su)
The tail of the Fawkes Phoenix is warm to the touch and, when grasped, can effortlessly support a chain of up to six creatures during a flight for up to one hour per day.

Phoenix Song (Su)
When a Fawkes Phoenix sings, it removes confusion, exhaustion, fatigue, fear, fright, nausea, and panic from its allies who can hear it within 100 feet.

Spell-like Abilities (Sp)
2/day: Teleport

I was contemplating doing something with their tail feathers and wands, but I haven't come up with anything that I liked.

BPJ

Yora
2013-03-24, 05:25 PM
R879: How would you start making an alternative drider, that starts out as a normal race instead of mutated 6th level spellcasters?

Qwertystop
2013-03-24, 08:37 PM
R880
A variant fey that changes it's characteristics by it's environment.

Where a dryad is a nature-spirit that is specifically for forests, and... Well, there must be something for ponds and streams and swamps and deserts but I can't think of it...

Anyway, this would be similar to each when in is environment, but would change to go toa different one.

inuyasha
2013-03-25, 08:16 AM
R880
A variant fey that changes it's characteristics by it's environment.

Where a dryad is a nature-spirit that is specifically for forests, and... Well, there must be something for ponds and streams and swamps and deserts but I can't think of it...

Anyway, this would be similar to each when in is environment, but would change to go toa different one.

C880

Fiend Folio has one for the lakes and streams, and it also has one for your mountains and stuff on them, now I would suggest just taking the lake one for swamps, and maybe giving it acid immunity because its in a swamp, and we could switch anything dealing with cold on the mountain one, to fire to make it a volcano/lava one, im AFB right now but i think they have cold resistance or immunity, and if they dont, just give it to em and switch it to fire. So now you have forests (dryad), lakes/streams/probably ponds, mountains, swamps, volcanos, and their might be one for oceans in either FF or MM2, and if there isn't just maybe either re-skin the pond/lake/stream one to salt water with not very much stat changing. Or use the ocean spirit from OA (which is a player race, just toughen it up a bit if you want and bam)

now if you were wanting something that can shapechange to adapt to its environment, hmmm...just say that it can change shape to any of the above things, and give it the shapechanger subtype :smallcool:

was that any help or was I rambling? and if it was help, your welcome :smallcool:

mah work here is done :smallamused:

dspeyer
2013-03-25, 11:48 PM
H879

This is slightly stronger than the MM drider, but probably still weak for a caster prestige class.

Drider

Many are transformed. Few embrace the transformation and learn to use their new power. They are driders. (The others are meat.)

Prerequisites:
Ability to cast spells
Drow
Must have been "cursed" by Lolth with a monstrous spider form

(The word "cursed" is in quotes because the form has many advantages, and while Lolth does it to people who "fail" her, she often sets up the failures herself, so she is probably acting more in manipulation than anger. Unless that's just what she wants us to think.)

{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|1|0|0|2|Abberation Type, Climb Speed, Bite. Con +2|
2nd|2|0|0|3|Large Size. Str +4, dex +2|+1 level of existing class
3rd|3|1|1|3|detect good / law / magic, con +2|
4th|3|1|1|4|Natural Armor +6, wis +2|+1 level of existing class
5th|4|1|1|4|levitate, clairaudience/clairvoyance, con +2|
6th|5|2|2|5|Poison, cha +2|+1 level of existing class
7th|6|2|2|5|dispel magic, suggestion , con +2|
8th|6|2|2|6|Sun tolerance, wis +2|+1 level of existing class
9th|7|3|3|6|Movement, int +2|+1 level of existing class
10th|8|3|3|7|Spell Resistence 17, wis +2, cha +2|+1 level of existing class[/table]
Hit die: d8
Skills: 2+int
Class Skills: Balance, Climb, Concentration, Hide, Jump, Knowledge(arcana), Knowledge(religion), Listen, Move Silently, Spellcraft, Spot


Spell-like abilities: as shown on table, using cha for saves and class level as caster level.

Abberation Type(ex): Lose the Humanoid type and gain Aberration. Remain drow.

Climb Speed(ex): Gain a climb speed equal to half your base speed. This includes a +8 bonus on climb checks.

Bite(ex): Primary natural weapon, does d3 piercing damage.

Large Size(ex): Become large, with usual bonuses and penalties. Recalculate damage (bite becomes d4). Do not recalculate ability scores (those are handled seperately).

Poison(ex): Inject poison with bite attack. Initial and secondary damage 1d6 Str. Fort dc 10 + 1/2 hd + con mod negates. Poison disintegrates 1 minute after being expressed.

Sun tolerance(ex): Lose drow sun vulnerability.

Movement(ex): +4 racial bonus on Hide and Move Silently

Debihuman
2013-03-28, 12:23 AM
H 877

Ghost Brute Template is from Dragon Magazine 300. You should always cite the source when asking for help. Because the template is 3.0, you need to update it to 3.5.

As for its attacks, all you do is follow what the template tells you to do. A ghost brute retains all the attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

An incorporeal cheetah on the Prime Material Plane can't use its bite and claws since they are incorporeal now. It uses it supernatural abilities. If its opponents are on the ethereal plane, the it can attack with its bite and claws.

A ghost brute retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

Ghost Brute Cheetah
Medium Undead (Augmented Animal, Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +4
Speed: Fly 30 ft. (perfect)
Armor Class on Ethereal Plane: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Armor Class on Prime Material Plane 16 (+4 Dex, +0 natural, +2 deflection), touch 16, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Incorporeal bite +6 melee (1d6+3)
Full Attack: Incorporeal bite +6 melee (1d6+3) and 2 incorporeal claws +1 melee (1d2+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:Bloodcurdling howl, corrupting touch, trip
Special Qualities: darkvision 60 ft., loom, low-light vision, scent, manifestation, rejuvenation, turn resistance +2, undead traits
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con -, Int 2, Wis 12, Cha 14
Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: Alertness, Weapon Finesse
Environment: Any
Organization: Solitary or with associated ghost
Challenge Rating: 4
Treasure: None
Alignment: Often Neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: —

Note: A looming ghost brute cheetah can be either Large or Huge.
If Large it gains +8 Str, -2 Dex, has +3 natural armor (still +0 on Material Plane), -1 to attack, its bite does 1d8+Str bonus damage and its claws do 1d3 + 1/2 Str bonus damage.

If Huge it gains +8 more strength than it had when Large, has +4 natural armor (still +0 on Material Plane), has -2 to attacks, its bite does 2d6+ Str bonus damage and its claws do 1d4+ 1/2 Str bonus damage.

Debby

HearTheRequiem
2013-03-29, 03:26 PM
R881
I'd like to request a prestige class focused around the Necromancy school, but NOT Undead, if that's okay? I'd like the main focus to be on manipulating life energies, with a sub-focus on Cold spells.

I'm currently playing an Oracle in a Pathfinder game who channels both Positive and Negative energy, so that's the main reason I'm asking for this - none of the class features I'll be getting seem to fit. :smalltongue:

Ideally, the requirements would be not entirely intensive, so here are some things I already have for a guide:

Maxed-out Spellcraft, K:Religion, Planes and Arcana

Channelling both Positive and Negative Energy (3d6 and 2d6 respectively)

Fell Weaken and Rime Spell metamagic feats

CL 5th (2nd level Divine spells)

AkazilliaDeNaro
2013-03-29, 04:31 PM
H 877

Ghost Brute Template is from Dragon Magazine 300. You should always cite the source when asking for help. Because the template is 3.0, you need to update it to 3.5.

As for its attacks, all you do is follow what the template tells you to do. A ghost brute retains all the attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

An incorporeal cheetah on the Prime Material Plane can't use its bite and claws since they are incorporeal now. It uses it supernatural abilities. If its opponents are on the ethereal plane, the it can attack with its bite and claws.

A ghost brute retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

Ghost Brute Cheetah
Medium Undead (Augmented Animal, Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +4
Speed: Fly 30 ft. (perfect)
Armor Class on Ethereal Plane: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Armor Class on Prime Material Plane 16 (+4 Dex, +0 natural, +2 deflection), touch 16, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Incorporeal bite +6 melee (1d6+3)
Full Attack: Incorporeal bite +6 melee (1d6+3) and 2 incorporeal claws +1 melee (1d2+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:Bloodcurdling howl, corrupting touch, trip
Special Qualities: darkvision 60 ft., loom, low-light vision, scent, manifestation, rejuvenation, turn resistance +2, undead traits
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con -, Int 2, Wis 12, Cha 14
Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: Alertness, Weapon Finesse
Environment: Any
Organization: Solitary or with associated ghost
Challenge Rating: 4
Treasure: None
Alignment: Often Neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: —

Note: A looming ghost brute cheetah can be either Large or Huge.
If Large it gains +8 Str, -2 Dex, has +3 natural armor (still +0 on Material Plane), -1 to attack, its bite does 1d8+Str bonus damage and its claws do 1d3 + 1/2 Str bonus damage.

If Huge it gains +8 more strength than it had when Large, has +4 natural armor (still +0 on Material Plane), has -2 to attacks, its bite does 2d6+ Str bonus damage and its claws do 1d4+ 1/2 Str bonus damage.

Debby
well i had given up on trying to make this work so thanks again Debby for your
much appreciated help

DracoDei
2013-04-02, 01:46 AM
R 882
I would like "The Crawling Spleen" which I believe is from the cartoon "Angry Beavers". Someone requested it to round out my Organ Undead, but I know nothing about that cartoon.

I can modify it to work, but I need a starting point. This means you don't need to be familiar with my organ undead.

Doesn't have to be undead if that doesn't fit the episode in question.

Equilibria
2013-04-02, 02:41 AM
R 883

I need a template for an Incarnum vampire.

It should use souls it devour as fuel for its unholy powers kind of like the Incarnum zombie.

Just to Browse
2013-04-02, 05:26 PM
R 883

I need a template for an Incarnum vampire.

It should use souls it devour as fuel for its unholy powers kind of like the Incarnum zombie.

C883

This request came up before: does this work of Kellus' (http://www.giantitp.com/forums/showpost.php?p=4538886&postcount=5) function to your tastes?

dspeyer
2013-04-03, 12:46 AM
H881

The Lifedrinker
One thing is certain: you will die. That is how my power is rooted.
One thing I hope: I will take part. That is how my power grows.

Prerequisites:
Able to cast 2nd level divine spells
Able to cast at least 4 different necromancy spells
Knowledge(religion): 8 ranks


{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|0|0|0|2|Eat Vitality|—
2nd|1|0|0|3|Greater Infliction|+1 level of existing divine spellcasting class
3rd|1|1|1|3|Eat Morale|+1 level of existing divine spellcasting class
4th|2|1|1|4|Potent Necromancy|+1 level of existing divine spellcasting class
5th|2|1|1|4|Eat Body|+1 level of existing divine spellcasting class
6th|3|2|2|5|Necromantic Spells|—
7th|3|2|2|5|Eat Mind|+1 level of existing divine spellcasting class
8th|4|2|2|6|MetaNecromancy|+1 level of existing divine spellcasting class
9th|4|3|3|6|Eat Soul|+1 level of existing divine spellcasting class
10th|5|3|3|7|Spontaneous Necromancy|+1 level of existing divine spellcasting class[/table]
Hit die: d6
Class Skills: Concentration, Intimidate, Knowledge(religion), Spellcraft
Skills: 2+int

Eat Vitality(su): Whenever a lifedrinker inflicts hit point damage with a necromancy spell, he heals half the damage dealt. If this brings him above his normal total, he gains the rest as temporary hit points that last 1 minute. He cannot gain more temporary hit points than real ones in this manner.

Greater Infliction(su): When a lifedrinker uses an inflict wounds spell (including spontaneously), he rolls d12s instead of d8s.

Eat Morale(su): Whenever a lifedrinker inflicts morale damage with a necromancy spell, he gains a morale bonus to attacks, skill checks and saves for the next minute. The extend of the bonus is given on the following table:
{table=head]Condition|{colsp=4}Number of Creatures Effected
|1|2-4|5-24|25+
Shaken or Fatigued|1|2|3|4
Frightened or Exhausted|2|3|4|6
Panicked or Asleep|3|4|6|8
Cowering or Unconscious|4|6|8|10[/table]

Potent Necromancy(su): A lifedrinkers receives a +2 bonus on save DCs and +4 on caster level checks to overcome spell resistance when using necromancy spells.

Eat Body(su): Whenever a lifedrinker inflicts str, dex or con damage with a necromancy spell, he gains an equal profane bonus to the same ability for one minute.

Necromantic Spells(su): A lifedrinker treats all necromancy spells as being in her class spell list, even those which are normally arcane only.

Eat Mind(su): Whenever a lifedrinker inflicts int, wis or con damage with a necromancy spell, he gains an equal profane bonus to the same ability for one minute.

MetaNecromancy(su): When applying metamagic to a necromancy spell, a lifedrinker pays one fewer increased level. This stacks with other metamagic reducers, but cannot decrease the cost below zero.

Eat Soul(su): Whenever a lifedrinker inflicts negative levels with a necromancy spell, he gains an equal number of temporary levels for one minute. Temporary levels give +1 to bab, saves, skills and caster level and 1d10+con mod temporary hit points. They also count toward counts of "total hit dice". They do not effect spells per day.

Spontaneous Necromancy(su): As a swift action, a lifedrinker may replace any prepared spell with a prepared necromancy spell of lower level. The replacement spell must be one he had cast within the past week.

Debihuman
2013-04-03, 01:10 AM
R880
A variant fey that changes it's characteristics by it's environment.

Where a dryad is a nature-spirit that is specifically for forests, and... Well, there must be something for ponds and streams and swamps and deserts but I can't think of it...

Anyway, this would be similar to each when in is environment, but would change to go to a different one.

C880

There is. It is a nereid. It is in Stormwrack. What environments specifically? And it would need a whole new set of special abilities to adapt to each one so I'm not sure making a single Fey that can adapt to so many environments wouldn't be horribly overpowered or Epic to say the least. What CR are you looking for?


Debby

Equilibria
2013-04-03, 02:54 AM
C883

This request came up before: does this work of Kellus' function to your tastes?

Yeah, this is pretty close to what I imagined.

Thanks JTB

eddiedrizzt
2013-04-03, 07:30 PM
R884

ok im looking for a crossbreed drow/dwarf for both dnd 3.5 and dnd 4e i have tryed making it myself but cant do it right as im still learning the newer rule sets as the last time i played was 10-15 years ago :biggrin:

raxxar
2013-04-07, 10:59 PM
R885

i am looking for a class at can wield three weapons like Roronoa Zoro from one piece . so i turn too you fine people with hope that someone can figure out how to make this work!

gurgleflep
2013-04-07, 11:38 PM
R886

I would like to request a psionic barbarian class for 3.5, or something as close to that as possible. Along side this, I would like a list of combat oriented psionic abilities. Please, and thank you.
I know it's an odd combination, so I'm sorry if it's overly complicated.

Geordnet
2013-04-08, 12:05 AM
R887

I'd like to see something inspired by the Evil Clouds/Fog/Mists (http://dwarffortresswiki.org/index.php/DF2012:Weather#Evil_weather) from DF. I'm thinking of a sort of demon vapor which possesses people. Getting it out of someone without killing them would be extremely difficult, and impossible after a while as the mist eats its host's soul or something. A possessed creature (called a "thrall") would count as "Undead" for most purposes, except maybe both positive and negative energy heal it. When not possessing a creature, it would be hard to pick apart from regular mist, but still not too difficult to avoid if one is wary (and not cornered or held down). Killing a host body would weaken it, but destroying it permanently would require divine magic damage or a special ceremonial weapon of some sort.

I don't care too much about which system it's for, (would prefer 3.5 though) mainly I just want to see it done. :smallbiggrin:

Qwertystop
2013-04-08, 08:41 AM
R886 <-- I've numbered it such because the person who commented before me forgot to put his/her tidbit in. I've messaged them.

I would like to request a psionic barbarian class for 3.5, or something as close to that as possible. Along side this, I would like a list of combat oriented psionic abilities. Please, and thank you.
I know it's an odd combination, so I'm sorry if it's overly complicated.C886
Have you seen the Psychic Warrior class? If you want better combat ability than that, though, you'll need to remove psionic ability, which means you won't have much left.

R885

i am looking for a class at can wield three weapons like Roronoa Zoro from one piece . so i turn too you fine people with hope that someone can figure out how to make this work!C885

You really don't need a class for that. Just a feat that recursively applies TWF penalties to a weapon wielded in a non-manipulating-limb way, and allows such weilding.

Malachi Lemont
2013-04-08, 06:10 PM
R888

Hey everybody. I really appreciate how you all take requests for homebrew systems. Here's my idea - I was wondering if it could work or not:

Is there a game system that's centered around Politics, and well, not much else? I'd really like to participate in a political role play but I can't seem to find a whole lot around that fit what I'm looking for. The Total War games kind of do the trick, but I'm looking for one where politicians battle with words and give "speeches" within the same country - trying to become President or something like that.

Since I live in the USA, I am most familiar with this country's political system, but I'd be happy to research other nations' politics as well. I would like an ample mix of fluff and crunch. The fluff would be giving speeches full of soaring rhetoric. The crunch would be approval ratings, budgeting, and elections. The country would not have to be the USA exactly - it could be a fictionalized version - but something along the lines of a representative republic.

Thanks for all your help. Even the slightest feedback would be much appreciated.

Just to Browse
2013-04-08, 07:15 PM
R886

I would like to request a psionic barbarian class for 3.5, or something as close to that as possible.

R886.1

Use the psychic warrior (www.d20srd.org/srd/psionic/classes/psychicWarrior.htm) chassis with a d10 hit die. Remove all non-psionic class features and replace them with the barbarian's (http://www.d20srd.org/srd/classes/barbarian.htm) class features (except the DR and fast movement).

Along side this, I would like a list of combat oriented psionic abilities. Please, and thank you.

I don't know what you mean by this. Do you want combat maneuvers that get boosted with psionics (this would make psionics a bit too good since a one-level or feat dip would give increase combat options) or do you mean you're looking more along the lines of eats like deep impact (http://www.d20srd.org/srd/psionic/psionicFeats.htm#deepImpact)?

gurgleflep
2013-04-08, 10:40 PM
R886.1Use the psychic warrior (www.d20srd.org/srd/psionic/classes/psychicWarrior.htm) chassis with a d10 hit die. Remove all non-psionic class features and replace them with the barbarian's (http://www.d20srd.org/srd/classes/barbarian.htm) class features (except the DR and fast movement).

I don't know what you mean by this. Do you want combat maneuvers that get boosted with psionics (this would make psionics a bit too good since a one-level or feat dip would give increase combat options) or do you mean you're looking more along the lines of eats like deep impact (http://www.d20srd.org/srd/psionic/psionicFeats.htm#deepImpact)?

C886.1 (sorry if I've numbered this wrong)
I quite like the Psychic Warrior, it seems right up my alley.
I also like your suggestion on the replacement.
For the list bit, I was meaning what psionic abilities would he be able to use that are relevant to what he does.

super dark33
2013-04-09, 01:37 PM
R889

Hello.
I just thought of a cool concept:
A prestige class for warlocks that is basically an arcane ur-priest (ur-Mage)
I would be very happy if someone made this class.
Thanks in advance.

Just to Browse
2013-04-09, 03:03 PM
C886.1 (sorry if I've numbered this wrong)
I quite like the Psychic Warrior, it seems right up my alley.
I also like your suggestion on the replacement.
For the list bit, I was meaning what psionic abilities would he be able to use that are relevant to what he does.

C886.1
Oops, no I was supposed to put a C in front of it too. Well as long as have context with each other.

If you're looking for a list of psionic powers appropriate to a psychic barbarian (that's what I'd call it), give the 9th post in the psychic warrior's handbook (http://www.giantitp.com/forums/showpost.php?p=9058492&postcount=9) a look. blue powers are usually the most fitting.

In addition, I recommend considering when to buff. The psychic barbarian will be all about buffing and smacking things, but rage prevents you from using spells in combat, so make sure you cast your buffs before you rage.

DracoDei
2013-04-09, 03:17 PM
R888

Hey everybody. I really appreciate how you all take requests for homebrew systems. Here's my idea - I was wondering if it could work or not:

Is there a game system that's centered around Politics, and well, not much else? I'd really like to participate in a political role play but I can't seem to find a whole lot around that fit what I'm looking for. The Total War games kind of do the trick, but I'm looking for one where politicians battle with words and give "speeches" within the same country - trying to become President or something like that.

Since I live in the USA, I am most familiar with this country's political system, but I'd be happy to research other nations' politics as well. I would like an ample mix of fluff and crunch. The fluff would be giving speeches full of soaring rhetoric. The crunch would be approval ratings, budgeting, and elections. The country would not have to be the USA exactly - it could be a fictionalized version - but something along the lines of a representative republic.

Thanks for all your help. Even the slightest feedback would be much appreciated.
C888
I may have missed something but I think this thread is for simpler brews than that. Something like that would be its own thread.

Again, unless the rules have changed since the concept started.

Malachi Lemont
2013-04-09, 07:55 PM
C888

Thanks. I agree that it might be quite a complicated homebrew. I'll start working on it myself and give it its own thread, then see what other people think.

Just to Browse
2013-04-10, 03:30 AM
R889

Hello.
I just thought of a cool concept:
A prestige class for warlocks that is basically an arcane ur-priest (ur-Mage)
I would be very happy if someone made this class.
Thanks in advance.

C889

Ur-Priests are people who reject magic and use that rejection in order to cast evil atheist spells. The ur-mage equivalent would be someone who denies arcane magic and uses that denial to fuel arcane magic... which really doesn't speak to the idea of a warlock.

Did you perhaps mean an arcane mage-killer?

super dark33
2013-04-10, 08:12 AM
C889

Ur-Priests are people who reject magic and use that rejection in order to cast evil atheist spells. The ur-mage equivalent would be someone who denies arcane magic and uses that denial to fuel arcane magic... which really doesn't speak to the idea of a warlock.

Did you perhaps mean an arcane mage-killer?

C889

I think more of an anti-magic-mage-mage-killer, whose requirements can be fit by a warlock.

Maquise
2013-04-10, 03:57 PM
R 890

I would like a humanoid plant race for Pathfinder. Like Oaklings, but not brokenly OP.

DrunkenMists
2013-04-15, 05:39 AM
R891

Warforged racial substitution levels for tome of battle classes....or at least crusader.

inuyasha
2013-04-15, 08:26 AM
does anybody actully stat up these requests anymore...

super dark33
2013-04-15, 08:39 AM
Doesnt look like.

Thats a shame, id really love to play as an Ur-Mage...

inuyasha
2013-04-15, 08:50 AM
See, I'd help but I dont have ToB MoI whatever book warlocks r from whatever books ur priest is from etc etc :P

dspeyer
2013-04-15, 12:23 PM
H886

The Psychic Rager

Through anger, I gain power.
Through power, I gain victory.

{table=head]Level|BAB|Fort|Ref|Will|Special|PP|Power Learned
1|1|2|0|0|Psionic Fury, Illiteracy|3|Simple Rage
2|2|3|0|0||4|From PsiWar List lvl = 1
3|3|3|1|1|Uncanny Dodge|5|From PsiWar, Egoist or Nomad List lvl = 1
4|4|4|1|1||6|From any List lvl = 1
5|5|4|1|1||7|Whirling Frenzy
6|6|5|2|2||8|From PsiWar List lvl <=2
7|7|5|2|2|Improved Uncanny Dodge|9|From PsiWar, Egoist or Nomad List lvl <=2
8|8|6|2|2||11|From any List lvl <=2
9|9|6|3|3||13|Greater Rage
10|10|7|3|3||15|From PsiWar List lvl <=3
11|11|7|3|3|Superior Quicken Power|17|From PsiWar, Egoist or Nomad List lvl <=3
12|12|8|4|4||20|From any List lvl <=3
13|13|8|4|4||23|Greater Frenzy
14|14|9|4|4||26|From PsiWar List lvl <=4
15|15|9|5|5|Tireless Fury|29|From PsiWar, Egoist or Nomad List lvl <=4
16|16|10|5|5||32|From any List lvl <=4
17|17|10|5|5||35|Mighty Rage
18|18|11|6|6||39|From PsiWar List lvl <=5
19|19|11|6|6|Overfury|43|From PsiWar, Egoist or Nomad List lvl <=5
20|20|12|6|6|Pain's Fury|47|From any List lvl <=5[/table]
Hit die: d12
Class Skills: Balance, Climb, Concentration, Intimidate, Jump, Knowledge(psionics), Survival, Swim
Skills: 2+int
Weapon and Armor Proficiency: A psychic rager is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Psionic Fury: So long as a psychic rager has power points remaining and is not fatigued, he can enter a psionic fury. The fury lasts 5+con mod rounds or until he goes 2 rounds without using psionics (either manifesting a power or continuing a power that was manifested previously). It is only during a fury that he can manifest psionic powers. During a fury, he cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or manifest powers except those from this class, or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. At the end of his fury, a rager is fatigued for five minutes. Rager manifesting is charisma-based.

Illiteracy(ex): as barbarian

Uncanny Dodge(ex): as barbarian

Improved Uncanny Dodge(ex): as barbarian

Superior Quicken Power(ps): A rager can manifest a power he knows as a swift action for only 3 additional power points without needing psionic focus.

Tireless Fury(ex): A rager is no longer fatigued after a fury.

Overfury(su): Once per day, a rager in a fury may increase his anger to burning levels. His manifester lever increases by 2, and he gains a +2 morale bonus on attack and damage. However, he and anyone within 10 feet of him take 3d6 fire damage every round. The overfury lasts as long as the overall fury does.

Pain's Fury(su): A rager at the peak of his powers can channel pain into useful anger. Whenever he takes 10 points of damage, he gains one power point. He cannot gain points above his usual maximum.

Rager-Specific Powers:

Simple Rage
Psychometabolism
Level: Psichic Rager 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 3

Gain a +4 morale bonus to strength and constitution and a +2 morale bonus to will saves.

Special: a Psychic Rager can manifest this even if his manifester level is less than 3.


Whirling Frenzy
Psychometabolism
Level: Psichic Rager 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 3

Gain a +4 morale bonus to strength and a +2 dodge bonus to AC. You may make one extra attack at your highest bonus as part of a full attack, but if you do you take a -2 penalty on all attacks that round.


Greater Rage
Psychometabolism
Level: Psichic Rager 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 5

Gain a +6 morale bonus to strength and constitution and a +3 morale bonus to will saves.


Greater Frenzy
Psychometabolism
Level: Psichic Rager 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 7

Gain a +6 morale bonus to strength and a +4 dodge bonus to AC. You may make two extra attacks at your highest bonus as part of a full attack. You gain a +20 enhancement bonus to all your speeds.


Mighty Rage
Psychometabolism
Level: Psichic Rager 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 9

Gain a +10 morale bonus to strength and constitution and a +5 morale bonus to will saves.

Just to Browse
2013-04-15, 02:29 PM
Chill, guys. This is volunteer-based, done in the free time that people have remaining from their free time for D&D which comes out of their free time they spend on everything else. If you really want an Ur-Mage/facehugger/whatever in your game it is entirely within your power to write such a thing and put it up for critique in a thread on the homebrew boards.

People come here if they're bored and want to write something but don't have inspiration. Alien facehuggers and a run-of-the-mill warlock antimages don't interest me the way a dinosaur vestige or zombie knights do, so there's no impetus to write them up

dspeyer
2013-04-15, 03:50 PM
In the interest of things not getting dropped, here are the recent unfullfilled requests. And, on the off chance someone cares, why I haven't done any of them.


R880
A variant fey that changes it's characteristics by it's environment.

Where a dryad is a nature-spirit that is specifically for forests, and... Well, there must be something for ponds and streams and swamps and deserts but I can't think of it...

Anyway, this would be similar to each when in is environment, but would change to go toa different one.

This one I just don't have any good ideas for.


R 882
I would like "The Crawling Spleen" which I believe is from the cartoon "Angry Beavers". Someone requested it to round out my Organ Undead, but I know nothing about that cartoon.

I can modify it to work, but I need a starting point. This means you don't need to be familiar with my organ undead.

Doesn't have to be undead if that doesn't fit the episode in question.

Haven't seen "Angry Beavers"


R884

ok im looking for a crossbreed drow/dwarf for both dnd 3.5 and dnd 4e i have tryed making it myself but cant do it right as im still learning the newer rule sets as the last time i played was 10-15 years ago :biggrin:

I find breweing low-la races fairly boring: there's just not that much you can do with them.


R885

i am looking for a class at can wield three weapons like Roronoa Zoro from one piece . so i turn too you fine people with hope that someone can figure out how to make this work!

I don't know who Roronoa Zoro is.


R887

I'd like to see something inspired by the Evil Clouds/Fog/Mists (http://dwarffortresswiki.org/index.php/DF2012:Weather#Evil_weather) from DF. I'm thinking of a sort of demon vapor which possesses people. Getting it out of someone without killing them would be extremely difficult, and impossible after a while as the mist eats its host's soul or something. A possessed creature (called a "thrall") would count as "Undead" for most purposes, except maybe both positive and negative energy heal it. When not possessing a creature, it would be hard to pick apart from regular mist, but still not too difficult to avoid if one is wary (and not cornered or held down). Killing a host body would weaken it, but destroying it permanently would require divine magic damage or a special ceremonial weapon of some sort.

I don't care too much about which system it's for, (would prefer 3.5 though) mainly I just want to see it done. :smallbiggrin:

I don't know DF.


R889

Hello.
I just thought of a cool concept:
A prestige class for warlocks that is basically an arcane ur-priest (ur-Mage)
I would be very happy if someone made this class.
Thanks in advance.

This one I don't understand. In what way could an arcane class resemble ur-priest?


R 890

I would like a humanoid plant race for Pathfinder. Like Oaklings, but not brokenly OP.

I find breweing low-la races fairly boring: there's just not that much you can do with them.


R891

Warforged racial substitution levels for tome of battle classes....or at least crusader.

Another I just don't have any good ideas for.

ngilop
2013-04-15, 04:06 PM
R 890

I would like a humanoid plant race for Pathfinder. Like Oaklings, but not brokenly OP.

HB 890
Ognirr
+2 Con, +2 Dex, -2 Int, -2 Cha
Medium: Ognirr have no bonuses or penalties due to size.
Normal Speed: Ognirr move at base speed of 30 feet.
Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry).
•Low-light vision.
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
•Proficient with its natural weapons only.
•Not proficient with armor.
•Plants breathe and eat, but do not sleep

Thorn Shot (Ex): Ognirr have a natural unarmed ranged attack that deals 1d4 peircing damage, and is considered a thrown weapon with a range increment of 15 feet. This increases by 1d4 every 4th level.

Natural attack: An Ognirr's natural attack does 2d4 points of bludgeoning and piercing damage. An Ogrinn gets 2 natural pummel attacks.

Natrual Armor Bonus +2, his increases by +1 at every 5th level.

Plant Rest (Ex): Ognirr resting in suitable earth with leaves exposed to the air gains fast healing 2. An Ognirr is awake during this time, as they do not sleep.

Fire Suseptability (Ex): Ognirr take 1 extra point of damage per die from fire-based attacks.

Plant Speech (Ex): Ognirr operate as though permanately under the effects of a speak with plants spell

Poisonous Sap(Ex): An Ogirr's 'blood' is an ingested poison. Any creature that scores a bite attack on the Ognirr is treated as ingesting the poison, taking an initial 1d2 Constitution damage and 1d2 damage a minute later as secondary damage. The Fortitude save DC is 10 + the Ognirr's Constitution modifier + ½ the Ognirr's HD.

Ognirr are only proficient with their natural weapons and no armor, unlike most races an Ognirr must spend a feat to acuire proficieny with an armor, not just by taking a class.

Favored Class: Druid

Im leaving the lore up to you as its your world.

Tokuhara
2013-04-15, 05:07 PM
R892:

I am designing a back-up PC for a campaign in the Faerun setting that is going to be a Shadowcaster/Swordsage focused on Shadow Hand/Mystery "gishing". Could someone please build a Shadow Hand/Shadowcaster PrC that utilizes both the crunch and fluff of both to exemplify the "Walker of the Dark Path" without an evil alignment?

Just to Browse
2013-04-15, 07:03 PM
Throwing anti-mage out there. This is probably Tier +2, so some fat should be cut.

H889

Anti-Mage

Prereq:
Magebane Blast
Arcane caster level 5
The ability to use detect magic as a spell or spell-like ability

Saves: All good
Hit dice: d6
BAB: Poor
Arcane caster level: +1 per class level

1. Resilience: SR 6+HD

2. Weave Render: You gain the weave render eldritch essence. Wherever an EB successfully lands, target must make concentration check (DC 15+antimagelvl+Cha+spell level) to cast spells for 1r/lvl

3. More than Magic: All spell-like abilities are supernatural abilities. Among other things, this means that your invocations do not provoke attacks of opportunity (though they still require somatic components) and are not subject to spell resistance.

4. Magedrain: You gain the magedrain eldritch essence. Wherever EB lands, targets within close range lose CL equal to ½ lvl for 1 hour. Will Save reduces this to the weave render effect.

5. Furious Resilience: SR improved to 10+HD

6. Weave Drain: You gain the weave drain eldritch essence. Wherever EB lands, treat the target as the center of an antimagic field (1 round per level) effect and immobilize them (1 round). Will reduces the antimagic field to a magedrain effect, and a Fortitude removes the immobilization.

7. Weave Breaker: DCs of spells and SLAs (and the to-hit bonus for touch attacks) are reduced by ½ antimage level for targets within close range (friend or foe). You can suppress this as a swift action, but it can only be suppressed two rounds at a time. Opponents may make a spellcraft check (DC 17) to learn the exact effect (though they might figure it through other means). The world around you gets wavy, the way air looks on a hot day, and the area around you feels stifling, so enemies always know whether the aura is active or suppressed.

8. Malicious Consumption: You gain the malicious consumption eldritch essence. For 1r after being hit by the blast, target must beat caster level check (DC 10 + 2xantimage level) to cast any spells or else they fail and are absorbed. You get spell for 1 round at the beginning of your turn, can cast it with normal cast time or full-round action (whichever is shorter), then lose it. If you use the spell, they lose whatever slot they had to cast it. If you don’t use it, they keep the slot.

9. Total Defiance: All supernatural abilities become extraordinary. This is good, because your next level is...

10. Antimagic Aura: You exude an antimagic field. You enlarge this as per the metamagic feat if you wish (this does not require the feat). You can suppress this as a swift action, but it can only be suppressed two rounds at a time. Opponents may make a spellcraft check (DC 17) to learn the exact effect (though they might figure it through other means). The world around you gets wavy, the way air looks on a hot day, and the area around you feels stifling, so enemies always know whether the aura is active or suppressed.

Magebane Blast
Lesser; 3rd; eldritch essence

This changes your eldritch blast to a magebane blast. Any target hit by the attack must make a will save or be subject to the effects of a targeted greater dispel magic.

You may also use a magebane blast to counterspell as per greater dispel magic, but you deal no damage with the magebane blast as a result.

super dark33
2013-04-16, 06:49 AM
Throwing anti-mage out there. This is probably Tier +2, so some fat should be cut.

H889

Anti-Mage

Prereq:
Magebane Blast
Arcane caster level 5
The ability to use detect magic as a spell or spell-like ability

Saves: All good
Hit dice: d6
BAB: Poor
Arcane caster level: +1 per class level

1. Resilience: SR 6+HD

2. Weave Render: You gain the weave render eldritch essence. Wherever an EB successfully lands, target must make concentration check (DC 15+antimagelvl+Cha+spell level) to cast spells for 1r/lvl

3. More than Magic: All spell-like abilities are supernatural abilities. Among other things, this means that your invocations do not provoke attacks of opportunity (though they still require somatic components) and are not subject to spell resistance.

4. Magedrain: You gain the magedrain eldritch essence. Wherever EB lands, targets within close range lose CL equal to ½ lvl for 1 hour. Will Save reduces this to the weave render effect.

5. Furious Resilience: SR improved to 10+HD

6. Weave Drain: You gain the weave drain eldritch essence. Wherever EB lands, treat the target as the center of an antimagic field effect and immobilize them. Will reduces the antimagic field to a magedrain effect, and a Fortitude removes the immobilization. A bit too harsh isn't it? Makes the target a sitting duck.

7. Weave Breaker: DCs of spells and SLAs (and the to-hit bonus for touch attacks) are reduced by ½ antimage level for targets within close range (friend or foe). You can suppress this as a swift action, but it can only be suppressed two rounds at a time. Opponents may make a spellcraft check (DC 17) to learn the exact effect (though they might figure it through other means). The world around you gets wavy, the way air looks on a hot day, and the area around you feels stifling, so enemies always know whether the aura is active or suppressed.

8. Malicious Consumption: You gain the malicious consumption eldritch essence. For 1r after being hit by the blast, target must beat caster level check (DC 10 + 2xantimage level) to cast any spells or else they fail and are absorbed. You get spell for 1 round at the beginning of your turn, can cast it with normal cast time or full-round action (whichever is shorter), then lose it. If you use the spell, they lose whatever slot they had to cast it. If you don’t use it, they keep the slot. Like steal spell like ability with a save,and only for spells.

9. Total Defiance: All supernatural abilities become extraordinary. This is good, because your next level is...

10. Antimagic Aura: You exude an antimagic field. You enlarge this as per the metamagic feat if you wish (this does not require the feat). Maybe have an ability to break this anti magic field for a use of disjunction?

Magebane Blast
Lesser; 3rd; eldritch essence

This changes your eldritch blast to a magebane blast. Any target hit by the attack must make a will save or be subject to the effects of a targeted greater dispel magic.

You may also use a magebane blast to counterspell as per greater dispel magic, but you deal no damage with the magebane blast as a result.

C889
Specific comments in bold.

Overall this is an awesome class, and why not make it a tier 1 with spellcasting advancment like the Ur-priest but with arcane spells?
Just a small amount, nothing grandiose.
Half the spell slots of a wizard without ability bonus spells that are not affected by magic items?
Maybe some of the class feuteres will get cut to balance.

CardCaptor
2013-04-16, 11:11 AM
R893

A player of mine was asking to see if I could make a ToB class with a sneak attack progression, but I've found out I'm horrible at homebrewing. The gist is a Rogueish-ninja character, similar to the swordsage in a way, except less martial study focussed and more stealth oriented (so perhaps fewer potential maneuvers and stances). Thanks for your help!

Xaotiq1
2013-04-16, 04:09 PM
H893

It's not one of my own, but Sir Percival has got some bangin' stuff, Man. For example: http://www.giantitp.com/forums/showthread.php?t=253366

Peace; and chicken grease!

Just to Browse
2013-04-16, 08:44 PM
C889
Specific comments in bold.

Overall this is an awesome class, and why not make it a tier 1 with spellcasting advancment like the Ur-priest but with arcane spells?
Just a small amount, nothing grandiose.
Half the spell slots of a wizard without ability bonus spells that are not affected by magic items?
Maybe some of the class feuteres will get cut to balance.

C889
Responses:
Weave Drain: Well, this follows in a similar line to phantasmal assailant. If they make the fortitude save, they're just going to move 10' (though they have to take more than a 5-foot step, so attacks of opportunity for the melee guy!). If they make the will save, they're immobilized and don't care because they can cast solid fog on you and make you cry. Thus, a target that makes either of the saves or dodges the eldritch blast will ignore the antimage-ness of the effect more or less completely. It should be fine as-is, but I've noticed there's no duration, so I'm making the antimagic field 1r/lvl and the immobilize 1r.

Malicious Consumption: I figured there was some text for this somewhere like the spellthief, but I had a good idea and didn't want to lose it. Is this like a spellthief ability or something?

Antimagic Aura Suppression: While the ability is supernatural or extraordinary, it is still an antimagic field, so mage's disjunction will affect it normally (1% chance per caster level)

Hm, I could swear I had text in there for voluntarily suppressing your antimagic aura... I'll write it in now.

Spell Progression: The Ur-Priest's casting progression isn't something I aspire to write. Like the blighter (http://www.giantitp.com/forums/showthread.php?t=198309), the ur-priest is incredibly weak at low levels, becomes competitive past the point most people play to (~10-ish), and then quickly becomes broken before hitting the level cap. It's just not good design.

I added the +1 arcane caster level progression because it improves the warlock's caster level and eldritch blast, but the entry requirements are so high (need lesser invocations--so warlock 6) that no spellcaster would actually take it.

Just to Browse
2013-04-16, 08:57 PM
R893

A player of mine was asking to see if I could make a ToB class with a sneak attack progression, but I've found out I'm horrible at homebrewing. The gist is a Rogueish-ninja character, similar to the swordsage in a way, except less martial study focussed and more stealth oriented (so perhaps fewer potential maneuvers and stances). Thanks for your help!

H 893
The rogue is actually weak compared to ToB classes, so if you're looking to make something on par with the warblade or a well-played swordsage, switch sneak attack to even levels and move accessed abilities from even levels to the one below them, and then give the rogue access to all maneuvers and stances from any one martial discipline (no recovery mechanic) and hand them Adaptive Style as a bonus feat at level 1.

The problems that arise with this system are:
Evasion is now a 1-level dip, but it comes with a d6 hit die and only one good save, so I wouldn't be too worried.
Shadow Hand is kind of an awesome discipline, and assassin's stance stacks with rogue-granted sneak attack, so all Shadow Hand Rogues will end up strong as hell.


Good things about it:
Easy to write, no need for a new class
You can pop custom disciplines in there
The rogue has no dead levels!
You can't dip out of rogue (like into swashbuckler with Daring Outlaw) if you want to keep the benefits coming

Just to Browse
2013-04-16, 09:17 PM
R892:

I am designing a back-up PC for a campaign in the Faerun setting that is going to be a Shadowcaster/Swordsage focused on Shadow Hand/Mystery "gishing". Could someone please build a Shadow Hand/Shadowcaster PrC that utilizes both the crunch and fluff of both to exemplify the "Walker of the Dark Path" without an evil alignment?
T-t-t-triple post! I am on a roll.
H 892

Use the Jade Phoenix Mage (ToB p.114) but replace the following:
{table]Jade Phoenix Mage|Obsidian Raven Mage
Jade|Obsidian
Phoenix|Raven
Spell (or Arcane Spell)|Mystery
Desert Wind|Shadow Hand
Devoted Spirit|Diamond Mind
DR/Evil|DR overcome by whatever the opposite of your good/evil alignment is (if you are neutral in this spectrum, treat yourself as evil.
Fire|Cold
Emerald Immolation|Obsidian Eruption[/table]

Also, give it fullcasting because shadowcasting is really weak.

togapika
2013-04-17, 12:39 AM
R894
Pathfinder prestige class for arcane magic users who specifically choose not to neglect their physical attributes and make them dumpstats like many do. Not something like the eldritch knight, who is simply good at fighting, but a mage who spends focus on their physical attributes to somehow help enhance their magic.

Sort of an arcane caster+ "Do you even lift bro?"


The Character in Question
A suli Sorcerer with 18 Strength and Charisma as well as decent Con and Dex 13-14

LordErebus12
2013-04-20, 12:47 AM
R 895 - Silk-Skull Spiders - Psionic Undead

Imagine a rough spider shaped creature crafted from humanoid bones, crystals, silk and drow hair, with long splintered leg bones bound with sinuous silk and hair for spider legs ending in razor-sharp points, covered in tiny white and silver strands. Their bodies are spider-like in form, but feature outward facing skulls, woven ribs and silvery hairs weaving it all together.

Throughout the strands of hairs that tie its body together flows powerful psionic energy, the strands flow through its body as if it was spooled. They seem to flex like muscles and the hairs seem to be filled with static energy. The hairs are so sensitive to movement that the undead seems fully able to hunt invisible creatures down.

Inside of the beasts body moves a single cluster of crystals, that appear to work like eyes, moving freely underneath the multitude of skulls. The crystal cluster seems to peer sinisterly out from behind numerous different skulls, turning this way and that to view all angles of the battlefield from within the twisting strands.

These large undead spiders are dangerous, while not directly venomous, the Silk-Skull's bite or leg attacks carry a deadly curse. Using its long jagged fangs or spear-like legs that are wickedly sharp and filled with cursed marrow, the attacks inflict a terrible fever-like state that causes the victim to begin liquefying, collapsing into unconsciousness from pain before their flesh dissolves into a puddle. The Silk-Skull survives on draining the bloody juices from their liquefying victims, either through their legs or fangs.

--------------------------------------------------------------------

Im wondering if someone could help me stat out a intelligent and psionic undead spider that drinks its cursed victims. Something tidy, cleans up after itself. im looking for a middle-high to high CR creature with web use, climbing and leaping. Psionic attacks meant to confuse or subdue long enough for them to reach them in melee, where curses and wounds mount. I got many ideas but i want to see what someone with a love for undead/drow/spider stuff.

----------------------------------------------------------------

I want it to be something that is feared above all else. Imagine a trip to the hollows where they dwell as a capital punishment. The crime need not matter, for you got caught. You are taken deep underground and given nothing but a wooden shield and a simple light mace. In this webbed hollow, its like a maze. You are given the knowledge that you will be given the chance to escape to the surface, but only if you "play their game". You are given a last meal that knocks you out and you end up waking inside the hollow.

You find yourself trapped with little means of protection and lost underground. you see the eyes of drow occasionally, from through slits scattered among the twisting passages and hear their muttered taunts and cruel laughter. You are watched as you fight for your life against numerous spiders, including these undead, which guard many of the more lethal areas of the massive maze. If you reach the end you are freed and honored, if you die, you are food. Some game. :smallamused:

Imagine a Colosseum type game, where you are the entertainment and the blessing to the goddess, Dusk.

iTookUrNick
2013-04-20, 05:19 AM
H894

For me having good physical stats means being willing an able to enter melee. You could simply use the Dragon Disciple PrC from core. As an alternative, how about the following:

Slugger Sorcerer archetype:

Bloodline bonus class skill: Acrobatics (Dex)
This ability replaces the bloodline bonus class skill of your chosen bloodline.

Bloodline arcana: Forceful Touch (Su)
When personally delivering a spell that requires a touch attack, you can instead decide to make a regular attack that does no extra damage. You add your Strength modifier to the save DC of the spell. This increase cannot be higher than the level of the spell being cast.
This ability replaces the bloodline arcana of your chosen bloodline.

Bloodline powers:

Reserves of Strength (Su): at 3rd level, you can tap into your physical reserve in order to enhance your spellcasting. As a swift action, you can increase your caster level for the next spell you cast by a value equal to your constitution modifier. This increase cannot exceed half your caster level. After you cast the spell (or discharge it, if a touch spell), you must make a fortitude save (DC 15 + the level of the spell being modified) or be dazed for 1 round. If you have immunity to the dazed condition, on a failed save you take 1d6 HP damage per caster level increase instead.

Strength of the Beast (Ex): at 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

This abilities replaces the bloodline power of your chosen bloodline gained at 3rd and 9th level.

Thoughts? I cannot vouch for balance I'm afraid, but it gives real mechanical advantages for high physical stats.

iTookUrNick
2013-04-20, 06:37 AM
H885

Three Katana Fighter (Tkf) archetype

Katana proficiency: Tkf gain the EWP (katana) as a bonus feat at first level. this lets them wield them with one hand.
This replaces the standard bonus feat gained at 1st level.

Way of the sword: At 2nd level, a Tkf gains a +1 bonus on CMD against sunder and disarm attempts when wielding katanas, as well as saving throws against spell and abilities targetting them. This bonus increase by +1 every 4 levels after the 2nd.
This ability replaces bravery.

Three katana style:

At 3rd level, a Tkf can wield a katana in his teeth. It counts as an extra hand for feat prerequisites. If the Tkf already has the two weapon fighting feat, it is automatically converted into the multi weapon fighting feat.
This replaces armor training 1.

At 7th level, the penalties for multi weapon fighting using three katanas decrease by -1. At 15th, they decrease by an additional -1.
This replaces armor training 2 and 4.

At 11th level, a Tkf treats katanas as light weapons when fighting with three of them.
This replaces armor training 3.

Weapon training:As the standard fighter ability, except that it only applies to katanas. The bonus increase by +1 for every four levels after 5th.

Weapon mastery: A Tkf must choose a katana for his weapon mastery ability.

Just to Browse
2013-04-20, 05:20 PM
R 895
I failed my will save v. Wall of Text, so I'm not sure if I got everything you wanted, but your problem can be solved by "gestalting" two psionic creatures: A lolth-touched phthisic and an intellect devourer. Take the larger of the size, the higher of the ability scores, higher of BAB/saves/etc, combine the special qualities.

To make it undead, recalculate HP based on d12's. The gestalt-beast should have HP 6d8+6(8)=72, so the undead version will have 11d12=71.

LordErebus12
2013-04-20, 07:15 PM
R 895
I failed my will save v. Wall of Text, so I'm not sure if I got everything you wanted, but your problem can be solved by "gestalting" two psionic creatures: A lolth-touched phthisic and an intellect devourer. Take the larger of the size, the higher of the ability scores, higher of BAB/saves/etc, combine the special qualities.

To make it undead, recalculate HP based on d12's. The gestalt-beast should have HP 6d8+6(8)=72, so the undead version will have 11d12=71.

sadly only one ability will actually work (blindsense) from those creatures, the rest isnt needed. lolth-touched template will work in part.

Just to Browse
2013-04-20, 08:51 PM
sadly only one ability will actually work (blindsense) from those creatures, the rest isnt needed. lolth-touched template will work in part.

Poison Damage: Phthisic Int-damage (which goes to drain), burn a feat and apply it to a natural weapon. Flavor losing Int as collapsing from pain, and total Int drain causing the target to melt (since the spider eats them anyways, I don't think melting is going to be anything except a definite kill condition)

Eyes and Stuff: Covered by Blindsight.

Climbing and Leaping: Hella strength, 9 ranks in jump/climb.

Psionic attacks: Brain Lock and Id Insinuation.

Scary-ass-killer: Cloud Mind, Dimension Slide, Mental Barrier, Intellect Fortress, Regeneration. It runs up to attack you when you can't detect it at all, and then wails on you and tries to eat your brain. During the fight, you need to beat it's DR 10/(Adamantine and Magic) and get through its Regeneration with fire. If in danger it will use its immediate action force field and teleport to run away, heal back up, and then come kill you again.

Web Use: Lolth-touched.

... waaaaait, does lolth-touched grant web use? I don't actually remember. If not, you could trade several any number of PLAs away for it (ego whip, mental barrier, mind thrust, Body Adjustment, skate from phthisic; ego whip, painful strike, body adjustment, compression from intellect devourer).

I think that covers all of it.

LordErebus12
2013-04-20, 08:59 PM
Poison Damage: Phthisic Int-damage (which goes to drain), burn a feat and apply it to a natural weapon. Flavor losing Int as collapsing from pain, and total Int drain causing the target to melt (since the spider eats them anyways, I don't think melting is going to be anything except a definite kill condition)

Eyes and Stuff: Covered by Blindsight.

Climbing and Leaping: Hella strength, 9 ranks in jump/climb.

Psionic attacks: Brain Lock and Id Insinuation.

Scary-ass-killer: Cloud Mind, Dimension Slide, Mental Barrier, Intellect Fortress, Body Adjustment

Fair Enough



Web Use: Lolth-touched.

... waaaaait, does lolth-touched grant web use? I don't actually remember. If not, you could trade several any number of PLAs away for it (ego whip, mental barrier, mind thrust, skate from phthisic; the better ego whip, painful strike, compression from intellect devourer).

It Doesnt, but that is fine, i can simply add it in as a 3/Day SLA.

LordotheMorning
2013-04-29, 01:04 AM
R 896

I need a unique high CR, colossal, gaseous, air sub-type, incorporeal monster to be what will be known as the Black Wind. It's going to look kind of like this (http://wickedsmile43.deviantart.com/art/Evil-cloud-179091361). If you're familiar with Wheel of Time, it should be somewhat similar to Machin Shin (http://wot.wikia.com/wiki/Machin_Shin), but perhaps a little more manageable. It likes to either drain its victims of their souls or else drive them to insanity. This creature will haunt an extraplanar highway that was created by ancient predecessor races (a.k.a., The Ways). The players will have a very low chance of encountering this creature due to the size of the plane (1% per day or less), but when they finally do, it should scare the absolute piss out of them. It should be something powerful enough to have driven the predecessor races that constructed the highway to abandon it entirely.

Here's the catch: The party will likely encounter this creature before they can hope to defeat it. There needs to be a mechanic by which they can escape from it and not get TPK'd, but not something that would make them feel totally safe from it. Simply giving a low base speed won't work because then the players could simply outrun it every time they encounter it, completely eliminating the fear factor. Doing this sort of has me stumped. If it also stumps you, but you want to take a crack at designing the monster, feel free to go ahead anyway.

Geordnet
2013-04-29, 07:59 AM
R 896

Here's the catch: The party will likely encounter this creature before they can hope to defeat it. There needs to be a mechanic by which they can escape from it and not get TPK'd, but not something that would make them feel totally safe from it. Simply giving a low base speed won't work because then the players could simply outrun it every time they encounter it, completely eliminating the fear factor. Doing this sort of has me stumped.

C896

Perhaps if you staged an encounter with it eating a disposable NPC? But no, the PCs might foolishly stick around...

Hm...

Perhaps if its base speed was 40-60 feet, but it is unable to go any faster than that, the PCs could outrun it only by sprinting. Combine this with an ability to sneak up on the party somehow (perhaps floating under or behind cover) and the PCs will always be on edge if they even suspect one is nearby.

DrunkenMists
2013-04-29, 08:37 AM
R 897

Re-Request for a Racial Substitution class for a Warforged Crusader.

Just to Browse
2013-05-01, 07:02 PM
R 897

Re-Request for a Racial Substitution class for a Warforged Crusader.

H 897

Change hit die to d8
Change all instances of "Charisma" in the Smite and Indomitable Soul abilities to "Constitution". Keep in mind that Indomitable Soul still doesn't stack with Divine Grace.
At level 10, instead of Die Hard, grant Medium Fortification.

Just to Browse
2013-05-01, 07:35 PM
R 896

I need a unique high CR, colossal, gaseous, air sub-type, incorporeal monster to be what will be known as the Black Wind.

Are you sure you want a high-CR colossal creature? This just seems like a) A handwavey way to force players to go somewhere, or b) A handwavey way to show off how cool your world is. Neither of those require a high-CR colossal creature writeup.

My initial thought is to make a Voidwraith (Libris Mortis, p. 131, you can advance it to CR 11) with Daunting Presence (LiMo p.25) and Baleful Moan (LiMo p.24), and that one AoE Intimidate feat (I think that's a thing?) instead of its current feats, and ranks in intimidate instead of hide. The monster would use the fear effects as a litmus test--those who could resist would be worthwhile enough to eat, and everyone who runs away would just be funny. Then give switch the Con damage for Wisdom (like an allip, but it eats them at the end or whatever).

Playstyle would be 2 rounds moaning and intimidating, which is generally enough to put everyone into frightened or worse. It's incorporeal, so even the party paladin will probably see the logic in leaving.

DrunkenMists
2013-05-02, 12:35 AM
H 897

Change hit die to d8
Change all instances of "Charisma" in the Smite and Indomitable Soul abilities to "Constitution". Keep in mind that Indomitable Soul still doesn't stack with Divine Grace.
At level 10, instead of Die Hard, grant Medium Fortification.

C 897

Lower Hit Die; I was wondering whaaaa? until I read using Con mod for Smite/Soul. Kinda makes sense; in the long run; I can't see the loss of one level of HD making THAT much of a difference; but the con is just going to keep getting higher; least for the crusaders I play.
Eh; No stacking of Divine/Soul? I never play paladins. wouldn't never effect me. I never see the point of stacking for saves like that.
Removing a Near Pointless Ability for Living Contruct? I like it.

I won't say it's a Complete Racial Subsitution; but wow; quite in the right direction. Never woulda thought of changing a Ability Mod for a..ability. I think I can build something more around this. thanks!

Just to Browse
2013-05-02, 01:15 AM
C 897

Lower Hit Die; I was wondering whaaaa? until I read using Con mod for Smite/Soul. Kinda makes sense; in the long run; I can't see the loss of one level of HD making THAT much of a difference; but the con is just going to keep getting higher; least for the crusaders I play.
Eh; No stacking of Divine/Soul? I never play paladins. wouldn't never effect me. I never see the point of stacking for saves like that.
Removing a Near Pointless Ability for Living Contruct? I like it.

I won't say it's a Complete Racial Subsitution; but wow; quite in the right direction. Never woulda thought of changing a Ability Mod for a..ability. I think I can build something more around this. thanks!

I tried to stick true to some of its stuff. Indomitable Soul previously called out that it didn't stack with Divine Grace, so I kept it there. I don't think burning three levels to get ~2 or less to all saves is worthwhile, but tradition.

That'll be my first attempt at racial sublevels! I hope it helped!

LordotheMorning
2013-05-02, 03:32 AM
b) A handwavey way to show off how cool your world is.

I don't even understand what this is supposed to mean, but thanks for the suggestion.

Debihuman
2013-05-02, 04:47 AM
I don't even understand what this is supposed to mean, but thanks for the suggestion.

C. 896

It means you don't actually need any stats as you are forcing players into a situation that they can't hope to defeat. By "handwaving" you just tell them that they fail at whatever task they are doing. You can say a wind comes out of the East and simply knocks them unconscious (no save) or you can say that unless they roll exceedingly high, they can't make their saves. Unless the CR matches the party strength, you are in fact making a Deus Ex Machina ruling so that you can have the outcome that YOU want. It doesn't matter what the party does. Generally, in the gaming community this is frowned upon. Yes, it gets the adventure rolling but it does so without PC input. This is why making monsters with high CRs isn't fun for most of us. It feels disingenuous.

Debby

LordotheMorning
2013-05-02, 03:39 PM
C. 896

It means you don't actually need any stats as you are forcing players into a situation that they can't hope to defeat. By "handwaving" you just tell them that they fail at whatever task they are doing. You can say a wind comes out of the East and simply knocks them unconscious (no save) or you can say that unless they roll exceedingly high, they can't make their saves. Unless the CR matches the party strength, you are in fact making a Deus Ex Machina ruling so that you can have the outcome that YOU want. It doesn't matter what the party does. Generally, in the gaming community this is frowned upon. Yes, it gets the adventure rolling but it does so without PC input. This is why making monsters with high CRs isn't fun for most of us. It feels disingenuous.

Debby

C. 896

To be frank, I was getting at the notion that I don't think this is really the place for people to presume to judge other people's DMing. I came here to request a high CR monster, not to hear that you or someone else may think that my request is contrived. I certainly fail to see how something could be a hand-wave if I'm putting it on the random encounter table. Since it, apparently, is of concern despite the fact that it is off the topic of this thread, I'm not trying to chase them anywhere with it or force some scripted event. The design is such that if they venture to the location where it roams at lower levels and are extremely unlucky, they will meet this monster and likely have to flee. Stats are most certainly necessary because the players will likely be able to defeat it should they encounter it at higher levels.

People homebrew monsters all the time. If a colossal ghost doesn't interest you, don't tell me that I don't need it because of what you think my plans for it are, just don't take the request. I understand how one could get the wrong idea based on the wording of the initial request, but I don't really like being taken for "that DM".

DracoDei
2013-05-02, 05:46 PM
R 896

I need a unique high CR, colossal, gaseous, air sub-type, incorporeal monster to be what will be known as the Black Wind. It's going to look kind of like this (http://wickedsmile43.deviantart.com/art/Evil-cloud-179091361). If you're familiar with Wheel of Time, it should be somewhat similar to Machin Shin (http://wot.wikia.com/wiki/Machin_Shin), but perhaps a little more manageable. It likes to either drain its victims of their souls or else drive them to insanity. This creature will haunt an extraplanar highway that was created by ancient predecessor races (a.k.a., The Ways). The players will have a very low chance of encountering this creature due to the size of the plane (1% per day or less), but when they finally do, it should scare the absolute piss out of them. It should be something powerful enough to have driven the predecessor races that constructed the highway to abandon it entirely.

Here's the catch: The party will likely encounter this creature before they can hope to defeat it. There needs to be a mechanic by which they can escape from it and not get TPK'd, but not something that would make them feel totally safe from it. Simply giving a low base speed won't work because then the players could simply outrun it every time they encounter it, completely eliminating the fear factor. Doing this sort of has me stumped. If it also stumps you, but you want to take a crack at designing the monster, feel free to go ahead anyway.
H/Q 896
HOW high do you want the CR?

Here is a VERY rough sketch of what I am thinking. I don't think that adding anything to it is going to be necessary, but the wording and a bit of the intended mechanics might need revision, and the math may not be right.
The Black Wind
Colossal Outsider (Air, Incorporeal)
HD 20d8+120 hp + 1d20x5 temporary hitpoints (210 hp + 52 temporary hitpoints)
Speed Fly 50 ft. (10 squares) [Perfect]
Init: +5 (+5 Dex)
AC 15+Dodge and Mobility Feats; touch 15+Dodge and Mobility Feats; flat-footed 10?+Mobility Feat?
(-8 size, +8 deflection, +5 Dexterity)
BAB +20; Grp +??
Attack Soul-Rending Touch +25 Melee Touch (Soul-Rending Presence, NO Critical)
Full-Attack Soul-Rending Touch +25 Melee Touch (Soul-Rending Presence, NO Critical)
Space 30 ft.; Reach 20 ft.
Special Attacks Soul-Rending Presence, Soul-Rending Touch.
Special Qualities Improved Slippery Mind, DR 15/Magic AND Cold-Iron, SR 27, Immune to Fear, Acid Resistance 20, Electricity Resistance 30, Fire Resistance 5, Cold Immunity, Sonic Immunity.
Saves Fort +17 Ref +17 Will +17
Abilities Str -, Dex 20, Con 20, Int 10, Wis 20, Cha 26
Skills Bluff +31, Hide +23, Intimidate +31, Knowledge(The Planes) +23, Listen +28, Spot +28, Survival +28, Tumble +28
Feats Ability Focus [Soul Rending Presence], Combat Reflexes, Dodge, Improved Toughness, Mobility, Track (1 more feat I think)
Environment The Ways (The Astral Plane in standard games)
Organization Unique
Challenge Rating 17?
Treasure None
Alignment Neutral Evil
Advancement 20+ HD (Colossal)

Combat:
The Black Wind moves across as many creatures as it can, minus one, which it will use its melee attack on. Regardless of its method of delivering it attacks using its Feed on the Soul subability of Soul-Rending Presence initially. If it believes the targets to be weak (having granted it only 5 or no hitpoints each in at least 2 separate attacks), and failing to cause it significant harm, then it will use its fear-inflicting ability to make a mark to spread the fear of it, stopping only when the creature becomes shaken by that ability. If a target grants it at least 10 hit-points in any use of its Soul-Rending Presence(Feed on the Soul), but it believes it can defeat them, it will enslave them, and burn out their sanity and bodies in the course of whatever tasks it can find for them. It rarely retreats from combat, because it does not wish any creature to get the idea it CAN be defeated. Rather it will move away stealthily from any creature it does not believe it can defeat and feign that it did not detect them.

Soul-Rending Presence (Su): Any creature that shares part or all of its space with the Black Wind for the first time during a given turn* is immediately subjected to The Black Wind's choice from the following effects. The choice is independent for each time each creature is effected. The save DCs for this ability (including all sub abilities) is normally 30, and is charisma based and includes the +2 bonus from Ability Focus.

Feed on the Soul: The target takes a number of negative levels equal to its total hitdice minus any negative levels it currently has and then divided by four. A fortitude save is allowed to halve the number of negative levels. In either case, round down, including to zero. Hitpoint penalties from this ability can not reduce a creature to less than 1 hitpoint. Temporary hitpoints granted to The Black Wind last as long as the matching negative levels or resulting level loss remains rather than 1 hour. Note that the victim's death ends such durations. Modify the normal rules for how negative levels change into level drain as follows: Any spell or effect that would normally remove one or more negative levels must succeed against a spell resistance equal to that of The Black Wind's (27 for the version shown here) to remove each negative level that it normally would. Roll separately for each negative level. If a character has any negative levels from this creature that persist for at least 24 hours then they are allowed a single saving throw against the same DC as that which inflicted the negative level(s) initially. If this saving throw is sucessful, a single negative level is removed. If it fails then there is no effect, unless it is failed for three or more days in a row, in which case a single negative level is converted into level loss. This process repeats every 24 hours until no more negative levels remain.
Seed of Fear(Ex): The victim must make a will save, or take a penalty of 1d4 to all future saves against fear. Track these penalties even on characters immune to fear. If the source of the immunity is a spell, then when the penalty exceeds the level of the spell, then that many points of the penalty are removed, and the spell is automatically dispelled. If the immunity is from a magic item, then a similar amount of the penalty is traded away to curse that item to remove that effect from the benefits it bestows (this curse may be dispelled as normal by Break Enchantment, Dispel Magic, Remove Curse, etc.). If the source of the immunity is a class ability, then the penalty is similarly traded away. The amount of the penalty necessary for this trade is three times the level that the character has in the class that grants immunity to fear. This removal of a class feature may be undone by Atonement(without XP cost), Greater Restoration, Heal, Limited Wish, Miracle, or Wish. Points of penalty are applied first to class abilities, then magic items, then spells, and finally as actual penalties to saves. A creature whose save against fear is less than zero due, in any part, to the effects of this penalty is shaken. Remove Fear removes a single point of this penalty per casting. Otherwise only Break Enchantment or stronger magic can remove any penalty (including that which is not having any effect due to an immunity). All effects of this ability are permanent except as noted. Note that this is NOT considered a Fear effect itself.

*If The Black Wind acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter its space their turn (moving from one part of its space to another does not count for this purpose), nor end their turn sharing part or all of its space.

If The Black Wind attempts to effect a creature that BOTH has 3 or less effective hitdice (IE actual hitdice minus any negative levels, regardless of source) AND a -1 or lower total modifier to fear saves, then the creature is instead affected as per Dominate Monster, without benefit of saving throw (spell resistance still applies). The Black Wind is incapable of voluntarily releasing such a creature, and each 24 hours of cumulative time (so not counting time spent protected by Protection From Evil, Mind Blank or similar) inflicts 1 point of drain to constitution, wisdom, and charisma due to the extreme stress of the terror that drives the creature.

Soul Rending Touch (Su): This melee touch attack causes the creature to be effected by Soul-Rending Presence as if they were inside the cloud for that instant. Note that this does not allow Soul-Rending Presence to effect a creature more often than it would normally be able to, it merely substitutes for the requirement that the creature share part or all of its space with The Black Wind. This attack is incapable of critical hits.

Improved Slippery Mind (Ex): If The Black Wind is affected by an enchantment and fails its saving throw, 1 round later it can attempt its saving throw again. If it fails such a saving throw as well, the spell’s effects continue normally, but it may retry once every hour afterwords.

LordotheMorning
2013-05-03, 04:02 AM
H/Q 896
HOW high do you want the CR?

Here is a VERY rough sketch of what I am thinking. I don't think that adding anything to it is going to be necessary, but the wording and a bit of the intended mechanics might need revision, and the math may not be right.


C 896

This is a fantastic starting point. It's just about right-on with the thematic I intended. I probably should have specified the CR earlier. I'd say CR 20 would be about right. 17 at the lowest. Which probably means it might need a little more HP. I'll let you be the judge.

Couple of clarifying questions/points:

-If Seed of Fear reduces a target to shaken, they remain permanently shaken until they receive the aid of remove fear or break enchantment?

-Is it intended to start combat already having temp hp? This might be a bit of an issue, because The Ways are known to very few people, the few people being those who stumble upon the various entry points across the continent, and so the Black Wind would be somewhat starved for victims. Do victims who suffer level loss permanently provide temp hp to it?

-I like your approach to avoiding a TPK if encountered at low levels. It wants to be feared, so it let's some of it's victims live after properly terrifying them in order to spread it's infamy, is that correct? That would also open up an opportunity for me to spread the idea of the Black Wind into the culture of the setting. Maybe it'd pop up as a ghost story some point down the line. The only problem is that the threshold for enslavement may be too low. The ways the numbers are set now, if the party encounters this creature anywhere from level 5 or higher it will go for the throat. They way it's set up, doesn't it also effectively mean that the Black Wind would assume that a character who makes his save and has Mettle is too weak because it didn't give it any temp hp?

-The hide check is likely not going to see use. The creature's presence in the ways changes the color of the sky. The Ways normally have a twilit sky full of moons and stars, but when the Black Wind approaches it drowns everything in black/off-purple clouds.

-The Black Wind has no actual ability to create fear other than intimidate or be draining their save to 0?



To give you a few more details (if you want them. If not, excuse the Wall of Text) on the locale in which the encounter would take place, when/if the party stumbles upon an entry gate, they will likely see the use of The Ways as a manner of quick travel (the setting is low magic, and as such they will not have access to teleport for a long time). They would also likely be aware from either knowledge checks or heiroglyphs found at gateways that something terrible drove the ancient peoples to abandon use of them (but they won't necessarily know whether or not it still exists and lives within). Every day they spend in the ways, I will roll d%, and on a 00, they will encounter the Black Wind. The Ways are made up of a series of pathways formed by countless floating stepping stones suspended over an abyss. Thus, when the Black Wind comes the odds are they will be in transit on one of the roads, essentially a 5-foot-wide line that might not even allow for use of the run action due to the nature of the path. The only directions to flee would be forwards or backwards. They would also have the option of leaping from the path in hopes that the abyss below would be less dangerous than the Black Wind, and if they did so it would likely end up with the party being stuck on either Limbo or the Astral Plane and having to work their way back to the Material Plane.

If that gives you any ideas or makes you want to change anything, feel free to do so. If not, that's fine too.

Debihuman
2013-05-03, 10:04 AM
C. 896

To be frank, I was getting at the notion that I don't think this is really the place for people to presume to judge other people's DMing. I came here to request a high CR monster, not to hear that you or someone else may think that my request is contrived. I certainly fail to see how something could be a hand-wave if I'm putting it on the random encounter table. Since it, apparently, is of concern despite the fact that it is off the topic of this thread, I'm not trying to chase them anywhere with it or force some scripted event. The design is such that if they venture to the location where it roams at lower levels and are extremely unlucky, they will meet this monster and likely have to flee. Stats are most certainly necessary because the players will likely be able to defeat it should they encounter it at higher levels.

People homebrew monsters all the time. If a colossal ghost doesn't interest you, don't tell me that I don't need it because of what you think my plans for it are, just don't take the request. I understand how one could get the wrong idea based on the wording of the initial request, but I don't really like being taken for "that DM".

C. 896 Point taken. However, within the limited scope of what you asked, I feel my response to your question was justified. You could also a Living Whirlwind from WotC's site (http://www.wizards.com/default.asp?x=dnd/ls/20061026a)

Living Whirlwind

In large battles, various "crowd control" spells are very useful for clearing paths to specific foes, opening up lines of escape for allied troops, holding back enemy forces to allow your soldiers to regroup, and so on. One of the more interesting choices for high-level divine casters is the whirlwind spell, as it can affect a large number of opponents, can be programmed to act on its own while you perform other tasks, and can even be used to carry yourself or others if you're willing to damage the "passengers." Though there are few living whirlwinds in the Mournland, all of them are very powerful and greatly feared. They move erratically, and because of their speed and powers they have been known to hurtle through a group and carry off one or more people, depositing them (or their corpses) miles away. The living spell presented here was formed from a whirlwind spell with caster level 16.

Variant: You can create interesting and deadly variants by assuming the living spell is based on multiple spells. Add solid fog and the PCs have a much harder time escaping (increase CR by +2). Add incendiary cloud and the living spell is a firestorm (CR +4). Cloudkill (CR +2), lightning bolt (CR +1), and enervation (CR +2) are all good ways to make the creature less predictable and more of a threat.

This swirling mass of air carries the fragments of several corpses, some fleshy and some not. The pieces spin at maddening speed.

Living Whirlwind CR 16
N Huge Ooze
Init +2; Senses blindsight 60 ft.; Listen +2, Spot +2

AC 18, touch 18, flat-footed 16
(-2 size, +8 deflection, +2 Dex)
hp 152 (16 HD); DR 10/magic
Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight
SR 26
Fort +17, Ref +15, Will +15

Speed 60 ft. (12 squares)
Melee slam +14 (1d8+6 plus whirlwind)
Space 15 ft.; Reach 10 ft.
Base Atk +12; Grp +24
Special Atk whirlwind, engulf

Abilities Str 18, Dex 15, Con 18, Int --, Wis 15, Cha 18

Whirlwind (Su): A creature hit by a living whirlwind or engulfed by it is affected by the whirlwind spell.

Engulf (Ex): A living whirlwind can flow around a Huge or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 22 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the whirlwind spell each round on the living spell's turn, and are considered to be grappled. (Unlike the whirlwind spell, a creature trapped within a living whirlwind can attempt grapple checks to escape.)

Debby

Agrippa
2013-05-05, 12:44 AM
R. 897

While the Vile Shaft (ugh, that's a name to remember) discipline as all fine and good I was talking more along the lines of this (http://wiki.white-wolf.com/exalted/index.php?title=Abyssal_Archery_Charms) when I said Abyssal Archery. Think of marksmanship augmented by netherworldly powers and necromantic might.

Just to Browse
2013-05-05, 12:44 AM
C. 896

To be frank, I was getting at the notion that I don't think this is really the place for people to presume to judge other people's DMing. /snip/

C 896

That wasn't quite the point I was trying to get across. Debi does communicate my opinion well, but I'm willing to put aside my sheer hate of higher-than-you-are-CR monsters to write something up in the name of homebrew.

My reason for listing (b) was because, if you actually are just adding something to scare the players (and aren't really planning on making it a plot point), the Black Wind could much more easily be a trap, and that would save me the time of writing attributes and grapple modifiers and would save you the time of sifting through a textblock of anticaster abilities so that the beast is actually CR 20 or what have you.

If this thing is supposed to come up once and isn't plot centric, it's much easier to just have it be a moving trap that has a long range burst frighten, a medium range burst stat drain, and a short range 2 negative levels per round. It can be defeated by dealing it [insert large amount here] damage in one round and you treat it as an incorporeal creature. That way no one is scratching their head to come up with feats and hit dice for something that might not even show up in the whole campaign (since it's on a single location's RET), and that way you don't have to track dodge bonus to AC, damage reduction elements, and how much stat drain it can take.

TuggyNE
2013-05-06, 08:15 PM
R898: A weapon special ability, or special material, that works like the starmetal in OOTS. Or, y'know, a pointer to an existing writeup?

inuyasha
2013-05-06, 08:34 PM
R898: A weapon special ability, or special material, that works like the starmetal in OOTS. Or, y'know, a pointer to an existing writeup?

C898
the starmetal is adamantine isnt it?

Just to Browse
2013-05-06, 10:18 PM
C898
the starmetal is adamantine isnt it?

C898

Nope. (http://oots.wikia.com/wiki/Starmetal)

"Starmetal" is basically the cost component of a +5 weapon of undead bane.

TuggyNE
2013-05-07, 03:28 AM
"Starmetal" is basically the cost component of a +5 weapon of undead bane.

C898: Except that it can activate sometimes when not fighting undead, such as against Sabine in Cliffport (http://www.giantitp.com/comics/oots0349.html). But not always! For that matter, does it even always trigger against undead?

Debihuman
2013-05-07, 08:25 AM
H. 898 Make a variant starmetal (see Complete Arcane pg. 141) that does an extra 1d6 points of damage to Undead instead of to Outsiders. Cost: +6,000 gp. It is equal to adamantine in all purposes, including overcoming damage reduction or granting damage reductin when used in armor construction.

This has a higher price than standard starmetal because it is even rarer than standard starmetal and Undead are generally more common than Outsiders.

Debby

ngilop
2013-05-07, 07:43 PM
R 899

make an archery combat style that is equal to this dual wielding combat style, in terms of power.

the Ranger, upon a successful attack with both his main and off-hand weapon, gains a bonus attack with his main hand weapon at a -5 penalty, this attack deals an addition 2d4 + 1 damage per ranger level. This extra attack does not occur on Attacks of Opportunity.

Steward
2013-05-07, 08:19 PM
R. 897

While the Vile Shaft (ugh, that's a name to remember) discipline as all fine and good I was talking more along the lines of this (http://wiki.white-wolf.com/exalted/index.php?title=Abyssal_Archery_Charms) when I said Abyssal Archery. Think of marksmanship augmented by netherworldly powers and necromantic might.

C. 897

Do you want a base class, prestige class, item, or something else?

gurgleflep
2013-05-07, 08:33 PM
R900

My request is this: keep up your good work, homebrewers! You all do a great job at what you do :smallwink:

Agrippa
2013-05-08, 02:46 PM
C. 897

Do you want a base class, prestige class, item, or something else?

I'd like a marital discipline for netherworldly/necromantic archers. That's all.

Courier6
2013-05-10, 12:27 PM
R 899

make an archery combat style that is equal to this dual wielding combat style, in terms of power.

the Ranger, upon a successful attack with both his main and off-hand weapon, gains a bonus attack with his main hand weapon at a -5 penalty, this attack deals an addition 2d4 + 1 damage per ranger level. This extra attack does not occur on Attacks of Opportunity.

C. 899 Can the ranger get this attack multiple times per round and apply precision damage? if so allow the ranger to apply Dex modifier (if positive) to ranged damage, stacking with any other damage increases (composite bow, crossbow sniper).

EDIT: edited for clarity.

AzureNightshade
2013-05-13, 09:43 PM
R 901

I'm looking for a half-elf/half-Firre Eladrin playable race for 3.5
a halfling/Firre version would be cool too

in the +1-+2 level adjustment range

I'd like it to be the elf/halfling version of the Azerblood.
Obviously Outsider.
Produce Flame Spell like.
Hair can turn into fire.

the Firre are in Book of Exalted Deeds on page 169.

Thank you in advance!

LOTRfan
2013-05-13, 09:50 PM
C 901

You may want to look at the Celadrin race, a type of planetouched descended from the mixing of Eladrin and Elvish blood. It's in a Dragon magazine, don't remember which one.
EDIT: You mentioned Azerbloods, which are from the same article, so I take it you saw the Celadrin and didn't like it. Sorry, I should not be allowed on the internet at this time of night.

DracoDei
2013-05-14, 12:16 AM
C 896

C 896

This is a fantastic starting point. It's just about right-on with the thematic I intended. I probably should have specified the CR earlier. I'd say CR 20 would be about right. 17 at the lowest. Which probably means it might need a little more HP. I'll let you be the judge.
I can up the Con, yes.


Couple of clarifying questions/points:

-If Seed of Fear reduces a target to shaken, they remain permanently shaken until they receive the aid of remove fear or break enchantment?
A sufficient amount of Remove Fear will do the job, yes. Has to raise their save above -1.
Break Enchantment will do the job in a single casting.



-Is it intended to start combat already having temp hp? This might be a bit of an issue, because The Ways are known to very few people, the few people being those who stumble upon the various entry points across the continent, and so the Black Wind would be somewhat starved for victims. Do victims who suffer level loss permanently provide temp hp to it?
Given the way it intentionally allows some to survive, yes.
Reduce the temporary hitpoints as necessary to mesh with your setting.


-I like your approach to avoiding a TPK if encountered at low levels. It wants to be feared, so it let's some of it's victims live after properly terrifying them in order to spread it's infamy, is that correct?
That and temp. hitpoints I think.

That would also open up an opportunity for me to spread the idea of the Black Wind into the culture of the setting. Maybe it'd pop up as a ghost story some point down the line. The only problem is that the threshold for enslavement may be too low. The ways the numbers are set now, if the party encounters this creature anywhere from level 5 or higher it will go for the throat.
I don't think you specified that either.
*Goes to look*
They would have to be at least 8th level to grant it MORE than 5 hitpoints on a failed save. If they are 16th level or above, it gets 10 hitpoints (from 2 negative levels) even on a successful save for half. Remember, you round DOWN, including to zero.

They way it's set up, doesn't it also effectively mean that the Black Wind would assume that a character who makes his save and has Mettle is too weak because it didn't give it any temp hp?
Correct, provided they don't manage to injure it significantly.



-The hide check is likely not going to see use. The creature's presence in the ways changes the color of the sky. The Ways normally have a twilit sky full of moons and stars, but when the Black Wind approaches it drowns everything in black/off-purple clouds.
Well, exchange those skill points for something else... what would you suggest, or should the INT be decreased? Also, just because you know it is the area doesn't mean you know exactly where it is...


-The Black Wind has no actual ability to create fear other than intimidate or be draining their save to 0?
Correct.


To give you a few more details (if you want them. If not, excuse the Wall of Text) on the locale in which the encounter would take place, when/if the party stumbles upon an entry gate, they will likely see the use of The Ways as a manner of quick travel (the setting is low magic, and as such they will not have access to teleport for a long time). They would also likely be aware from either knowledge checks or heiroglyphs found at gateways that something terrible drove the ancient peoples to abandon use of them (but they won't necessarily know whether or not it still exists and lives within). Every day they spend in the ways, I will roll d%, and on a 00, they will encounter the Black Wind.
How many days will a usual trip be?

The Ways are made up of a series of pathways formed by countless floating stepping stones suspended over an abyss. Thus, when the Black Wind comes the odds are they will be in transit on one of the roads, essentially a 5-foot-wide line that might not even allow for use of the run action due to the nature of the path.
Wouldn't that be a balance check if it is just that it is narrow? Or is it some other effect?

The only directions to flee would be forwards or backwards. They would also have the option of leaping from the path in hopes that the abyss below would be less dangerous than the Black Wind, and if they did so it would likely end up with the party being stuck on either Limbo or the Astral Plane and having to work their way back to the Material Plane.
I see. Well, you know your players better than me. How likely are they to jump off? Seems like the sort of thing that PCs might do in a battle against an overpowering foe that they don't KNOW will leave them alive. Of course, many players HATE running from a battle and will not even consider it. Seems important that they know IC that it sometimes leaves its victims alive. Or would you consider "merely" being level drained to be the appropriate reward for successful research.

If that gives you any ideas or makes you want to change anything, feel free to do so. If not, that's fine too.
My energy levels fluxuate a lot. I might or might not revise the creature beyond any given point. Others should feel free to pick up where I leave off, especially if I don't reply within a week of your last comment to me.

I'll go give it Improved Toughness and bump up the Con by 4 points... I hope that isn't overkill. This thing already requires ghost touch cold-iron weapons to hit with full effectiveness. Then again, its AC begs for at least a little power attack.

AzureNightshade
2013-05-14, 03:39 AM
C 901

You may want to look at the Celadrin race, a type of planetouched descended from the mixing of Eladrin and Elvish blood. It's in a Dragon magazine, don't remember which one.
EDIT: You mentioned Azerbloods, which are from the same article, so I take it you saw the Celadrin and didn't like it. Sorry, I should not be allowed on the internet at this time of night.

Nah it's ok I thought the Celadrin where wind based and came from Bralanis for some reason, but another take on it, maybe a more powerful version or a halfling version would be really cool to see.

I consider most planetouched to be a like +.5 level adjustment in anycase due to their outsider type being valued so high, like the lesser planetouched being a LA0 just by removing the outsider type, what would a +1 look like if that weren't there. I'm not describing very clearly as I'm pretty tired sorry.

Qwertystop
2013-05-14, 08:56 AM
C 896

This is a fantastic starting point. It's just about right-on with the thematic I intended. I probably should have specified the CR earlier. I'd say CR 20 would be about right. 17 at the lowest. Which probably means it might need a little more HP. I'll let you be the judge.

Couple of clarifying questions/points:

-If Seed of Fear reduces a target to shaken, they remain permanently shaken until they receive the aid of remove fear or break enchantment?

-Is it intended to start combat already having temp hp? This might be a bit of an issue, because The Ways are known to very few people, the few people being those who stumble upon the various entry points across the continent, and so the Black Wind would be somewhat starved for victims. Do victims who suffer level loss permanently provide temp hp to it?

-I like your approach to avoiding a TPK if encountered at low levels. It wants to be feared, so it let's some of it's victims live after properly terrifying them in order to spread it's infamy, is that correct? That would also open up an opportunity for me to spread the idea of the Black Wind into the culture of the setting. Maybe it'd pop up as a ghost story some point down the line. The only problem is that the threshold for enslavement may be too low. The ways the numbers are set now, if the party encounters this creature anywhere from level 5 or higher it will go for the throat. They way it's set up, doesn't it also effectively mean that the Black Wind would assume that a character who makes his save and has Mettle is too weak because it didn't give it any temp hp?

-The hide check is likely not going to see use. The creature's presence in the ways changes the color of the sky. The Ways normally have a twilit sky full of moons and stars, but when the Black Wind approaches it drowns everything in black/off-purple clouds.

-The Black Wind has no actual ability to create fear other than intimidate or be draining their save to 0?



To give you a few more details (if you want them. If not, excuse the Wall of Text) on the locale in which the encounter would take place, when/if the party stumbles upon an entry gate, they will likely see the use of The Ways as a manner of quick travel (the setting is low magic, and as such they will not have access to teleport for a long time). They would also likely be aware from either knowledge checks or heiroglyphs found at gateways that something terrible drove the ancient peoples to abandon use of them (but they won't necessarily know whether or not it still exists and lives within). Every day they spend in the ways, I will roll d%, and on a 00, they will encounter the Black Wind. The Ways are made up of a series of pathways formed by countless floating stepping stones suspended over an abyss. Thus, when the Black Wind comes the odds are they will be in transit on one of the roads, essentially a 5-foot-wide line that might not even allow for use of the run action due to the nature of the path. The only directions to flee would be forwards or backwards. They would also have the option of leaping from the path in hopes that the abyss below would be less dangerous than the Black Wind, and if they did so it would likely end up with the party being stuck on either Limbo or the Astral Plane and having to work their way back to the Material Plane.

If that gives you any ideas or makes you want to change anything, feel free to do so. If not, that's fine too.
This for an altered Wheel of Time? Machin Shin was basically a plot device there.

Magnet Tech
2013-05-15, 03:39 AM
Would any of you happen to have any ideas for a homebrew that allows you to make Mega Man/X in Pathfinder? Been trying to do that for a while, but it always winds up looking either ludicrously OP or just plain ineffective. Granted, I generally build them around using Androids (http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/android), which could be why it always turns out wrong.

Xaotiq1
2013-05-15, 08:09 AM
Would any of you happen to have any ideas for a homebrew that allows you to make Mega Man/X in Pathfinder? Been trying to do that for a while, but it always winds up looking either ludicrously OP or just plain ineffective. Granted, I generally build them around using Androids (http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/android), which could be why it always turns out wrong.

http://community.wizards.com/go/thread/view/75882/19872510/Hmm,_kind_of_a_humourous_challenge._:P?post_id=338 456658#338456658

Magnet Tech
2013-05-15, 01:40 PM
http://community.wizards.com/go/thread/view/75882/19872510/Hmm,_kind_of_a_humourous_challenge._:P?post_id=338 456658#338456658

I was thinking more along the lines of an actual 1-20 level class based around arm busters and copying powers, but that is pretty cool.

DracoDei
2013-05-15, 08:49 PM
I was thinking more along the lines of an actual 1-20 level class based around arm busters and copying powers, but that is pretty cool.
This is a PrC and may be 3.0/3.5, but other than that it might be what you are looking for.

Cybernetic Gunner (http://www.giantitp.com/forums/showpost.php?p=6038663&postcount=8)

Just to Browse
2013-05-15, 11:50 PM
This is a PrC and may be 3.0/3.5, but other than that it might be what you are looking for.

Cybernetic Gunner (http://www.giantitp.com/forums/showpost.php?p=6038663&postcount=8)

Unfortunately that requires the Black Rain discipline, plus a race/feat from Eberron. You could substitute race for Android easily, but I don't know what to do about the maneuvers since Pathfinder is sorely lacking.

DracoDei
2013-05-16, 12:58 AM
Unfortunately that requires the Black Rain discipline, plus a race/feat from Eberron. You could substitute race for Android easily, but I don't know what to do about the maneuvers since Pathfinder is sorely lacking.
Option 1:There are alternate rules for an arcane-based version of Cybernetic Gunner in the post of Cybernetic Gunner.



Option 2:Ask around for how to port initiating classes and maneuvers over to Pathfinder.

HERE (http://age-of-warriors.appspot.com/classes?type=base) is a listing of some homebrew base classes in case you want something that won't require you to buy the book. You can find anything that matches Black Rain's feel, because the disciplines never got cross referenced with all the classes and PrCs, which means that the classes listings in Black Rain itself basically mean nothing. Note that Black Rain is open to all the classes that are in the actual Tome of Battle: Book of Nine Swords.

Also, I think that both the Warblade and "Reference Cards" for all the ToB maneuvers, including Diamond Mind, are availible on Wizards of the Coast's site..

Magnet Tech
2013-05-16, 03:18 AM
This is a PrC and may be 3.0/3.5, but other than that it might be what you are looking for.

Cybernetic Gunner (http://www.giantitp.com/forums/showpost.php?p=6038663&postcount=8)

All right, I can work with this. I'll just have to take away some power and add some things to extend it to a traditional class, but this'll be an excellent starting point. Maybe I should ask Pramxnin for permission and maybe some ideas if he's still here.

DrunkenMists
2013-05-16, 05:52 AM
I'm in need of a Big..Big favor from some wonderful person who is good at homebrew:smallsmile:.

I need an Incarnum Version for an Incarnate of the pathfinder Spell. Ant Haul (http://www.d20pfsrd.com/magic/all-spells/a/ant-haul).

My current party is having a bit of falling out at my warforge's ability to pull a cart at a run... the only way it would work in a certain opinion is if it was a light load...and right now; it eeks barely into my medium.

Plus..after thinking on it; I think a "incarnum" semi-version of the bag of holding would be neat..the difference is being I can just carry alot..but it still looks like I'm carrying alot.
I would use the spell...but my forged has almost no way to access magic herself.

Xaotiq1
2013-05-16, 08:41 AM
I'm in need of a Big..Big favor from some wonderful person who is good at homebrew:smallsmile:.

I need an Incarnum Version for an Incarnate of the pathfinder Spell. Ant Haul (http://www.d20pfsrd.com/magic/all-spells/a/ant-haul).

My current party is having a bit of falling out at my warforge's ability to pull a cart at a run... the only way it would work in a certain opinion is if it was a light load...and right now; it eeks barely into my medium.

Plus..after thinking on it; I think a "incarnum" semi-version of the bag of holding would be neat..the difference is being I can just carry alot..but it still looks like I'm carrying alot.
I would use the spell...but my forged has almost no way to access magic herself.

Here's my opening volley!

H903:
Wayfarer's Pack
Descriptors: None
Classes: Incarnate
Chakra: Shoulders or heart
Saving Throw: None

You shape incarnum into a sturdy backpack that is just wider than your shoulders. Despite its cumbersome appearance, you are not hindered in the least.

While worn, the Wayfarer's pack grants a +2 bonus on Survival checks and Constitution checks to avoid fatigue from a forced march. This bonus increases by +2 for each point of invested essentia.

Chakra Bind (Shoulders): Your pack binds itself to your shoulders. The leather becomes taught and the straps settle into a comfortable position.

For every point of essentia invested in this soulmeld, your Max Dex increases by 1, your encumbrance penalties are reduced by 1 (to a minimum of 0), and your movement increases by 5ft.

Chakra Bind (Heart): You channel the soul energy of pack rats and vagabonds through your heart chakra turning your Wayfarer's Pack into a small, extradimensional storage space almost as pliable as cloth, and as resilient as adamantine.

When Wayfarer's Pack is bound to the heart chakra, it acts as a Handy Haversack. The middle compartment, though, acts as a Type I Bag of Holding. For every pont of essentia you invest, the bag weight increases by 15 pounds, the wieght limit increases by 500 pounds, and the volume limit increases by 50 cu ft.

Maquise
2013-05-16, 05:13 PM
R904:
I have a request for a rather niche Pathfinder PrC called the Faithful Blade. It's a combination Paladin-soulknife (The Dreamscarred Press version). It would based on the soulknife's psi-implement becoming the divine bond. Ideally, it would have options for both offensive and defensive characters (the planned character will be a shielded blade/sacred shield).

DrunkenMists
2013-05-16, 05:34 PM
*snip*

C903:

That's actually. Wow. Exactly what I was looking for, I never even though of treating it like a shoulder/haversack idea.

Thank you Very Much Xaotiq1.

The Encumbrance rules at a little odd; Do you think it would be overpowerd if the shoulder Chakra bind was changed to something like...

"For every point of essentia invested in this soulmeld, you carry capacity is raised as if you had 2 extra Strength."

Early Levels; it's not much; just enough to make somewhat heavier things lift-able...at higher levels (10 in my case) it's enough to push the capacity up 4 points and do things like pull wagons easily.
At higher levels; it's strong, as it opens to 6 extra str; and then 8...

This would also encompass the encubrance rules; but only the weight side of it..if armor still encumber's you; your S'O'L.

Speed bonus's? I'll leave that to the boots ^_^

Again; Thanks!

Agrippa
2013-05-16, 10:04 PM
R. 897

While the Vile Shaft (ugh, that's a name to remember) discipline as all fine and good I was talking more along the lines of this (http://wiki.white-wolf.com/exalted/index.php?title=Abyssal_Archery_Charms) when I said Abyssal Archery. Think of marksmanship augmented by netherworldly powers and necromantic might.

Any takers for this job?

Xaotiq1
2013-05-16, 10:12 PM
C903:

That's actually. Wow. Exactly what I was looking for, I never even though of treating it like a shoulder/haversack idea.

Thank you Very Much Xaotiq1.

The Encumbrance rules at a little odd; Do you think it would be overpowerd if the shoulder Chakra bind was changed to something like...

"For every point of essentia invested in this soulmeld, you carry capacity is raised as if you had 2 extra Strength."

Early Levels; it's not much; just enough to make somewhat heavier things lift-able...at higher levels (10 in my case) it's enough to push the capacity up 4 points and do things like pull wagons easily.
At higher levels; it's strong, as it opens to 6 extra str; and then 8...

This would also encompass the encubrance rules; but only the weight side of it..if armor still encumber's you; your S'O'L.

Speed bonus's? I'll leave that to the boots ^_^

Again; Thanks!

Sweat it not! You take this wherever you need to. Peace!


Any takers for this job?

Gimme a couple days. Hmm, maybe a week. We'll see what we can do. :smallamused:

ShadowFireLance
2013-05-17, 09:12 PM
R.905
A Aberrant-Focused Paladin.
That is all, thank you.
Zaydos got this.

Zaydos
2013-05-18, 11:22 AM
H. 905

Detect Magic: At 1st level an Aberrant Paladin may use Detect Magic as a spell-like ability at-will. This replaces a standard paladin's Detect Evil ability.

Smite Divine: At 1st level an Aberrant Paladin gains the ability to once per day attempt to smite
a creature capable of casting divine spells or with one of the alignment subtypes with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not capable of casting divine spells or with an alignment subtype, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite divine one additional time per day.

This replaces a standard paladin's Smite Evil ability.

Divine Grace: As a standard paladin.

Life Siphon - At 2nd level an Aberrant Paladin gains the ability to siphon life with a touch. This ability functions like Lay on Hands, except it may be used to heal or damage any creature. If used to heal a creature the Aberrant Paladin loses hp equal to the amount healed. If used to damage a creature the Aberrant Paladin gains hp equal to the amount damaged.
This replaces a paladin's Lay on Hands.

Fear Aura (Su): Beginning at 3rd level an aberrant paladin radiates an aura of unease and terror. Your special mount, and any ally who has traveled with you for at least 1 week are immune to this aura. Other creatures within 10-ft of the paladin must make a Will save (DC 10 +1/2 aberrant paladin level + Charisma modifier) or be shaken for as long as they remain in the aura and for 1 minute afterwards. Any creature that successfully saves is immune to your fear aura for 1 day.

This replaces a standard paladin's Aura of Courage.

Rebuke/Command Aberrations (Su): Beginning at 4th level an aberrant paladin gains the ability to rebuke and command aberrations as an evil cleric rebukes and commands undead. An aberrant paladin may use this ability 3 + Charisma modifiers times per day as a cleric 3 levels lower than his paladin class level. You may use these rebuke attempts to fuel Divine feats and Domain (or Devotion) feats as if they were Turn Undead attempts.

This ability replaces a standard paladin's Turn Undead.

Special Mount: An Aberrant Paladin's special mount has 1 less HD than a regular Paladin's mount but gains the Psuedonatural Creature (Lords of Madness) template.

Touch of Madness: As sixth level you gain the ability to make a melee touch attack which causes creature to become confused (as Confusion spell) for 1 round/class level. This is a supernatural mind-affecting ability with a save DC of 10 +1/2 your class level + your Charisma bonus. At 9th level and every 3rd level thereafter you may use this ability 1 additional time each day.

This replaces a paladin's Remove Disease ability.

Spells: Unmodified except for list (below). Only changed the PHB spells if you want someone to change the SpC spells I can look at them but that might take more time (based most of the changes here off of Paladin of Slaughter's changes).

1st—bane, cause fear, color spray, create water, detect poison, divine favor, endure elements, entropic shield, lesser confusion, nystul's magic aura, magic weapon, protection from good, protection from law, read magic, resistance, virtue; 2nd—blindness/deafness, bull’s strength, cure light wounds, darkness, delay poison, eagle’s splendor, owl’s wisdom, resist energy, undetectable alignment; 3rd— arcane sight, cure moderate wounds, deeper darkness, dispel magic, greater
magic weapon, heal mount, prayer, magic circle against good/law, vampiric touch; 4th—break enchantment, confusion, cure serious wounds, dispel good, dispel law, freedom of movement, unholy sword.

Not sure if you need a new Code of Conduct or would rather make one of your own that fits the setting so here's a go at one anyway
(Provisional) Code of Conduct
An aberrant paladin must be of a non-lawful non-good alignment
and loses all class abilities if she ever willingly serves a non-aberration god dwelling in the Outer Planes.
Additionally, an aberration paladin’s code requires that she acts to spread the power and taint of the Far Realm into other worlds, and does not oppose its incursion.

ngilop
2013-05-20, 12:19 AM
R906 (crossing my fingers that this time i might actually get some suggestions/assistance)

I am in need of a 2nd and 19th level ability for my Hexblade retool (http://www.giantitp.com/forums/showthread.php?t=283621)

I would prefer the 2nd level be some kind of out of comat use, maybe even the 19th levle one.. though I would also love to see the 19th ability be a group buff of some sort.

Just to Browse
2013-05-20, 12:48 AM
R906 (crossing my fingers that this time i might actually get some suggestions/assistance)

I am in need of a 2nd and 19th level ability for my Hexblade retool (http://www.giantitp.com/forums/showthread.php?t=283621)

I would prefer the 2nd level be some kind of out of comat use, maybe even the 19th levle one.. though I would also love to see the 19th ability be a group buff of some sort.
H906
The problem with this is that it's your homebrew and you've written so much stuff that other people will need to read the whole thing and figure out what you're trying to do (as in it's not a small project anymore), or they'll suggest something that likely doesn't fit and gets shut down (kind of hurts the desire to even try). This is also at a critical level where quality control is going to be highest, and at a level so high that basically no one will ever use it. I'll give it a shot, though.

2nd: Omen of Peril with a 1-minute meditation, once per day.
19th: Permanent nondetection effect.

ngilop
2013-05-20, 12:53 AM
H906
The problem with this is that it's your homebrew and you've written so much stuff that other people will need to read the whole thing and figure out what you're trying to do (as in it's not a small project anymore), or they'll suggest something that likely doesn't fit and gets shut down (kind of hurts the desire to even try). This is also at a critical level where quality control is going to be highest, and at a level so high that basically no one will ever use it. I'll give it a shot, though.

2nd: Omen of Peril with a 1-minute meditation, once per day.
19th: Permanent nondetection effect.

I like the omen of peril idea, though I am not sure by what you mean by 1 minute mediation.

Just to Browse
2013-05-20, 12:58 AM
The standard omen of peril requires 1 round to cast, meaning you could pop it in a chase scene to figure out whether the door you're planning on running through is a good one or a bad one. I recommend changing the casting time to 1 minute, that way you don't get the same kind of awesomeness in time-sensitive situations.

Debihuman
2013-05-20, 02:04 AM
Please number your Requests as #R, your Homebrew as #H and Comments as #C as it helps to keep things in order (See first post).

C# 906

How about stealing the Fickle Finger of Fate ability from the Fatespinner Prestige Class (Complete Arcane)? It is similar to misfortune though it encompasses more (it can be any roll).

How often can a hexblade use a Jinx? You didn't put that in. Is it once a day for each jinx? They should be Supernatural Abilities (you have Charisma-based saves).

Debby

ngilop
2013-05-26, 05:03 PM
R907

Hey there, in my ownw orld i have combined some less than desireable feats. for example i have combined great fortitude and endurance, and lightning reflexes and dodge

my issue is I cannot think of a feat to combine with Iron Will, or even a similar theme ability, SO i come here asking for such

SO please help me create a second ability to attach to Iron Will.

here are my Great fortitude Great Fortitude [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Fortitude saving throws. In addition, You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

and Lightning Reflexes Lighting Reflexes [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Reflex saving throws. In addition During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. The bonus from this feat increases by 1 for every 4th base attack bonus.

feats so you can better understand what power level im shooting for

dspeyer
2013-05-27, 01:52 PM
H907

Deep Stubbornness
You gain a +2 bonus on all will saves and checks to withstand intimidation. Similarly, all diplomacy DCs are increased by 2 when applied to you. Also, gain a +3 bonus on concentration checks.
Special: This feat count as Iron Will and Skill Focus(concentration) for purposes of prerequisites.

ngilop
2013-05-27, 09:24 PM
R908

I am looking for a Egyptian themed Prc for a 'paladin' of Ra. Id like the requirements to be divine grace and 2nd levle divine spells, as the character in question is going to be going paladin 2/ then into oracle.
I want the PrC to be more around the theme of supportive buffs in abilities, and id either like it to give full or near full casting progression or maybe its own spells ala ur-priest.

im thinking something along the lines of liek the warpriest where I get haste and heroism or other such supportive buffs X a day

also C907 that is awesome!

Marcus Amakar
2013-06-02, 01:03 PM
R909

I'm looking for a Dark Magic user base class (low tier 3 or high tier 4), in the vein of Beguiler, Dread Necromancer. I guess, similar to the Dread Necromancer but without the focus on creating/controlling/becoming undead.

If possible, although this is a much larger request, I'm looking at 4 base classes to replace the wizard, all low tier 3 or high tier 4:


Deception specialist (I.e something like a slight rework to beguiler)
Dark Magic Specialist (see above paragraph)
Battle Mage (could just be slight changes to Warmage)
Abjurantion and Protection specialist


Thanks in advance.

ngilop
2013-06-02, 03:02 PM
H909 Sorry, i got teh bare bones of it down, but dinner is needing to be fixed so i'll finish it later. i hope at least the items i have so far are decent enough. Edit #1 3 hours later well the spell list took a lot longer than I had thought it would. Edit #2 8 hours later


Dark Mage
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+0|+0|+2|Dark Arts: Black Spell|5|3|—|—|—|—|—|—|—|—

2nd|+1|+0|+0|+3|Dark Familiar, Vision Through the Shadows|6|4|—|—|—|—|—|—|—|—

3rd|+1|+1|+1|+3|Advanced Learning|6|5|—|—|—|—|—|—|—|—

4th|+2|+1|+1|+4|Dark Arts: Dark Sustenance|6|6|3|—|—|—|—|—|—|—

5th|+2|+1|+1|+4|Armored Mage|6|6|4|—|—|—|—|—|—|—

6th|+3|+2|+2|+5|Advanced Learning|6|6|5|3|—|—|—|—|—|—

7th|+3|+2|+2|+5|Abolish Illumination, Dark Arts: Mimification|6|6|6|4|—|—|—|—|—|—

8th|+4|+2|+2|+6||6|6|6|5|3|—|—|—|—|—

9th|+4|+3|+3|+6|Advanced Learning|6|6|6|6|4|—|—|—|—|—

10th|+5|+3|+3|+7|Dark Arts: Soul Feeder|6|6|6|6|5|3|—|—|—|—

11th|+5|+3|+3|+7|Beshadowed Magic|6|6|6|6|6|4|—|—|—|—

12th|+6/+1|+4|+4|+8|Advanced Learning|6|6|6|6|6|5|3|—|—|—

13th|+6/+1|+4|+4|+8|Dark Arts: Dark Guidance|6|6|6|6|6|6|4|—|—|—

14th|+7/+2|+4|+4|+9||6|6|6|6|6|6|5|3|—|—

15th|+7/+2|+5|+5|+9|Advanced Learning|6|6|6|6|6|6|6|4|—|—

16th|+8/+3|+5|+5|+10|Dark Arts: Shadow Form|6|6|6|6|6|6|6|5|3|—

17th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|6|4|—

18th|+9/+4|+6|+6|+11|Advanced Learning|6|6|6|6|6|6|6|6|5|3

19th|+9/+4|+6|+6|+11|Dark Arts: Reaving Spell|6|6|6|6|6|6|6|6|6|4

20th|+10/+5|+6|+6|+12|Dark Perfection|6|6|6|6|6|6|6|6|6|6

[/table]
Alignment: Any Non-Good
Hit Die: 1d4

Class Skills:
Class Skills Bluff (Cha), Concentration (Con), Craft (int), Decipher Script (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge( The Planes), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiencies: A Dark mage is proficient with all simple weapons and with light armor, but not with shields.

Spells A Dark Mage casts arcane spells, which are drawn from the Dark Mage spell list. Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When a Dark Mage gains access to a new level of spells, he automatically knows all the spells for that level given on the Dark mage's spell list. Dark Mages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a Dark Mage must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a Dark Mage's spell is 10 + the spell's level + his Intelligence modifier. Like other spellcasters, a Dark mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, she receives bonus spells for a high Intelligence score.

Spell List
0 Dancing Lights, Daze, Detect Magic, Ghost Sound, Mage Hand, Read Magic, Touch of Fatigue
1st Cause Fear, Charm Person, Chill Touch, Deep Breathe, Disguise Self, Doom, Ebon Eyes, Ectoplasmic Armor, Entropic Shield, Expeditious Retreat, Inhibit, Mage Armor, Net of Shadows, Night Shield, Obscuring Mist, Sleep, Spectral Hand, Spirit Worm, Undetectable Alignment, Unseen Servant, Wall of Smoke
2nd Belker Claws, Blur, Cloud of Ewilderment, Command Undead, Curse of Ill Fortune, Darkness, Daze Monster, Detect Thoughts, Fog Cloud, Invisibility, Knock, Mirror Image, Obscure Object, Phantasmal Assailant, Phantom Foe, Ray of Weakness, See Invisibility, Scare, Shadow Spray, Silence, Summon Swarm, Touch of Idiocy, Veil of Shadow, Wall of Gloom, Wave of Greif, Wracking Touch
3rd Blacklight, Blindness/Deafness, Cairaudience/Clairvoyance, Claws of Darkness, Clutch of Orcus, Contagious Fog, Darkfire, Deep Slumber, Deeper Darkness, Desecrate, Dispel Magic, Displacement, Fly, Glibness, Hold Person, Invisibility Sphere, Mind Poison, Nauseating Breath, Nondetection, Phantom Steed, Ray of Exhaustion, Shadow Binding, Shadow Phase, Slashing Darkness, Slow, Stinking Cloud, Vampiric Touch
4th Animate Dead, Bestow Curse, Charm Monster, Confusion, Consumptive Field, Crushing Despair, Defenestrating Sphere, Dimension Door, Dimensional Anchor, Enervation, Evard’s Black Tentacles, Fear, Giant Vermin, Globe of Invulnerability, Greater Invisibility, Locate Creature, Otiluke’s Resilient Sphere, Phantasmal Killer, Poison, Rainbow Pattern, Shadow Well, Solid Fog, Sword of Deception, Wrack
5th Baleful Polymorph, Blight, Break Enchantment, Cloud Kill, Crawling Darkness, Darkbolt, Dismissal, Dominate Person, Feeblemind, Fiendform, Hold Monster, Lesser Planar Binding, Magic Jar, Mass Curse of Ill Fortune, Mind Fog, Mordenkainen’s Faithful hound, Night’s Caress, Nightmare, Nightstalker’s Transformation, Phantom Stag, Shadow Hand, Slay Living, Spirit Wall, Teleport
6th Aura of Terror, Circle of Death, Eyebite, Disintegrate, Flesh to Stone, Fleshshiver, Freezing Fog, Globe of Invulnerability, Greater Dispel Magic, Mislead, Planar Binding, Ray of Entropy, Repulsion, Shadow Walk, Shadowy Grappler, True Seeing, Veil
7th Banishment, BlackFire, Create Undead, Control Weather, Ethereal Jaunt, Evil Glare, Finger of Death, Greater Consumptive Field, Insanity, Mass Hold Person, Phantom Wolf, Power Word Blind, Reverse Gravity, Sequester, Spell Turning, Stun Ray, Sword of Darkness
8th Antipathy, Binding, Dimensional Lock, Discern Location, Greater Bestow Curse, Greater Planar Binding, Heat Drain, Horrid Wilting, Maddening Whispers, Mass Charm Monster, Maze, Mind Blank, Power Word Stun, Trap The Soul
9th Dominate Monster, Energy Drain, Etherealness, Foresight, Greater Create Undead, Imprisonment, Mass Hold Monster, Phantom Bear, Plague of Undead, Soul Bind, Wail of the Banshee, Weird

Class Abilities

Dark Arts {Ex or SU:} A Dark Mage learns his magic from from forbidden tomes and less than righteous tutors. As he increases in power and dark knowledge he gains certain abilities and powers that are unlocked.

Black Spell {Ex} A Dark Mage that uses this ability casts a spell, taking one full round to do so. The spell then becomes a Black Spell, a quater of its damage dealt becomes untyped and so ignores any resistances. If the spell does not deal hit point damage instead the spell gains +2 bonus to its save DC. A Dark Mage can use this ability a number of times per day equal to his Wisdom Modifier.

Dark Sustenance {Ex} A Dark Mage find shimself privy to powers that are beyond his understanding. He no longer need to breathe and only needs to eat 1 meal a week.

Mimification {Su} The Dark Mage can mimic another casters spells, doing so take 2 full rounds. The spell can be of no level higher than the highest level spell the Dark Mage can cast -3, furthermore the spell is cast at half the Dark Mage's caster level. Only spells that have the Darkness, Cold, Evil, Glamer, Figment, or Fear descriptors can be mimicked. A Dark Mage cna use this ability a number of times per day equal to his Wisdom modifier.

Soul Feeder {Su} If a creature dies within the round it was effected by a Dark Mage's spell, the Dark mage heals 1 HP for every HD the creature had.

Dark Guidance {Su} The powers a Dark Mage attains his magic from also know secrets long buried or hidden, but at a price. Once a day a Dark Mage may cast Vision as a spell Like ability., Suffering a -4 penalty to Consitution and Fatigued for 2 hours.

Shadow Form {Su} Once a day, the Dark Mage can transform his body into a terrifying creature which manifests as a large shadow-like monster with fiery eyes and mouth. Transforming into this form takes 1 full round. When in this form, the Dark Mage gain a large number of benefits. The Dark Mage becomes immune to charms and compulsion, has a 50% chance to negate critical strikes, is immune to poison and disease. Further more he gains +4 Strength and +4 Constitution as well as twice his present HD as temporary hit points for as long he is in this form or until lost, all attacks on the Dark Mage has a 20% miss chance because his body is half made of shadows. This ability lasts a number of rounds equal to 3 plus his wisdom modifier.

Reaving Spell l{Su} A Dark Mage can use this terrifying abilty a number of times per day per Wisdom Modifier. A use of this ability allows the Dark mage to empower his spells with dreadful effects. Targets of his spells suffer the suspension of regeneration and fast healing like from the spell Graymantle and take extra damage equal to the level of the spell for 5 rounds.

Dark Familiar At 2nd level a Dark Mage attains a familiar in the same way as a wizard or sorceror. THe familar though differentiates in that it possess the Dark template. If the Dark Mage ever attaisn a different or alternate familair such as through the improved familair feat, that too has the Dark Template.

Vision Through The Shadow {Ex}: The Dark Mage gains an enhanced form of Darkvision out to 60 feet. this allows him to see through magical darkness as well.

Advanced Learning At 3rd level, a Dark Mage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be wizard spell of a level no higher than that of the highest-level spell the Dark Mage already knows. Once a new spell is selected, it is added to that Dark Mage's spell list and can be cast just like any other spell he knows. A Dark Mage gains an additional new spell at 6th, 9th, 12th, 15th, and 18th level.

Armored Mage {Ex} at 6th level members of this class can cast Dark Mage spells while wearing light armor without incurring the normal arcane spell failure chance. He still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Abolish Illumination {Su}: A number of time per day equal to 3+ the Dark Mage's Wisdom modifer he can use this ability. As a standard action he produces a 20 foot cone of darkness similar to a Deeper Darkness spell, any light within the area of affect is subject to dispelling as if by greater dispel magic In addition any Good aligned creatures within the cone suffer a -2 penalty to all rolls for 1 minute. At 13th level this cone lasts for 3 rounds and at 19th level the cone blinds Good aligned creatures for 5 rounds and gives Evil aligned creatures a +2 bonus to all rolls for 1 minute.

Beshadowed Magic {Su}: A Dark Mage casting a spell with the Darkness or Fear Descriptor find the spell bolstered. The spell creates a Shadow (which have bonus Temporary Hit points equal to the HD of the target) that look identicle to the affect Target(s). The Shadow immediately attack the target untill desroyed.

Dark Perfection {Su}: At 20th level a gains a modifed Dark template. Gaining Cold Reistance 10, low-light vision, a +6 perfection bonus to Hide and Move Silently, the Ability to use Cause Fear as a Spell Like Ability a number of times equal to 3 + Wisdom modifier, and Fast Healing 1.

ThePhantom
2013-06-08, 10:33 AM
R910 Could I get some stats for a swordcane, for DND 3.5 please?

Qwertystop
2013-06-08, 12:01 PM
R910 Could I get some stats for a swordcane, for DND 3.5 please?

C910: I'm unsure that needs stats. Isn't it basically a sheath, just one that looks like a cane? Where is there anything but fluff to change?

gurgleflep
2013-06-08, 12:06 PM
C910: I'm unsure that needs stats. Isn't it basically a sheath, just one that looks like a cane? Where is there anything but fluff to change?

C910.2: Maybe it could have the option of doing bludgeoning damage (sheathed) or maybe piercing and/or slashing damage (unsheathed)? I don't know pretty much anything about them other than they look cool.
It seems kind of practical for a high ranking woman though. She'd have her body guards obviously, but if whatever's attacking makes it past them, she'd have a weapon of some sort to at least attempt to protect herself.

Qwertystop
2013-06-08, 12:29 PM
C910.2: Maybe it could have the option of doing bludgeoning damage (sheathed) or maybe piercing and/or slashing damage (unsheathed)? I don't know pretty much anything about them other than they look cool.
It seems kind of practical for a high ranking woman though. She'd have her body guards obviously, but if whatever's attacking makes it past them, she'd have a weapon of some sort to at least attempt to protect herself.

C 910.3: Well, as a baseline, it's a walking stick with a thin sword (probably a Rapier in D&D terms) in it, and the sword's handle is decorated such that it looks like part of the stick. So you're basically suggesting "hit someone with the stick," which for practical purposes would be an improvised weapon - it wouldn't have enough heft for a greatclub or club, but it'd be too long for a light-weapon equivalent (call it a Size -1 club, or a lethal-damage sap)

I'm not saying it's impractical as a thing, just that there really isn't any crunch involved.

ThePhantom
2013-06-08, 12:53 PM
Oh, okay. Thanks for the advise.

DracoDei
2013-06-08, 02:30 PM
C910
Really, the critical part of the sword-cane is the Spot check DC to notices it isn't just a cane. I'd say that for a good-quality one (such as is almost certainly the case here) that it should be at least DC 20, from within 10' (IE short enough for no penalties for distance), for someone especially looking for it. At least a +10 bonus if actually holding it, and thus probably using Search instead of Spot.

DMwithoutPC's
2013-06-08, 04:23 PM
R911

I need three new races of Outsiders.

The Enforcers (or something like that): these are extraterrestial creatures that judge your soul after you've passed on. They have a vaguely humanoid appearence, but lack any distinct features. A halo of Silver light makes it hard to look at them directly. They float. When you die, you spirit pops up on the Ethereal plane where a Enforcer is waiting. He then sums up your deeds, intentions and aspirations and decieds too which afterlife you should go. You can't attack an Enforcer if you died and normally apeared on the Etherial Plane, but if you travel there by means of magic you can hurt an Enforcer. If at all possible, I would like three ranks of Enforcers. the Least, who would just judge the normal people. The Lesser Version, which is sent to judge a person who could hurt or even kill an least enforcer. And a Greater Enforcer, which is sent to the Material plane to stop someone who has lived past his normal Experation Date somehow. (like a lich, or someone who obtained inmortality trough a Wish effect)

The Seraphs: the CG outsider race. ( I didn't like the fluff of Eladrins, so I replaced them) I'd try to describe what they look like, but these pictures, found by Man on Fire, depict them way better. ( I actually took the idea from his post on another Thread, so if Man on Fire ever reads this: thank you!)


I could see it this way:
- CG are all those bizarre Angels, like the ones decribed in Bible and other holy texts, the higher in hierarchy they are, the more bizarre and inhuman and chaotic they look. Most powerful ones look like this (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1355/36/1355365807527.jpg), this (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1335/91/1335918572144.jpg) or this (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1363/84/1363849308518.jpg), some steps lower in hierarchy there are guys like this one (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1340/28/1340283511226.jpg). The lowest are still a bit more humanoid, but even they have some really bizarre traits. Like this (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1341/44/1341440745341.jpg), this (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1345/24/1345248526435.jpg), this (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1336/15/1336150452001.jpg), this (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1345/24/1345248562264.jpg) or this (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1345/24/1345248630400.jpg). Maybe they have some connection to fey.


The Chaotic Neutral Race: I have a vague idea of what I want these creatures to be like, but it's not completely lined out. Basicly I want a bunch of creatures of different strengths that keep shifting form. Wether they can just adopt any form they want, or don't have a form of their one, or both I'm not sure.

(am I asking for too much? if so, if you guys only do one of them, I'd be really happy :smallsmile:)

Just to Browse
2013-06-08, 10:14 PM
Change the names of modron creatures to match the Enforces.

Change the names of eldran to match the CG angels.

Change the names of one of the outsiders to fit your CN races.

Debihuman
2013-06-09, 09:08 AM
R910 Could I get some stats for a swordcane, for DND 3.5 please?

There is already an official swordcane in Cityscape. Wizards of the Coast has kindly put up a web enhancement that includes the stats for it here: http://www.wizards.com/default.asp?x=dnd/we/20070314a

Debby

Marcus Amakar
2013-06-09, 05:20 PM
Dark Mage Homebrew

Thanks for this, it stands up nicely alongside the Beguiler and I know one of my players who'd be interested in it.

gurgleflep
2013-06-10, 02:12 PM
R912
Thanks to this thread, (http://www.giantitp.com/forums/showthread.php?t=287270) I would like to request a chef/baker based magic caster! It's a bit odd, but it would make for a heck of a good time!
I'd imagine they'd need to get ranks in Profession (baker) or something :smalltongue:

DracoDei
2013-06-10, 02:38 PM
R912
Thanks to this thread, (http://www.giantitp.com/forums/showthread.php?t=287270) I would like to request a chef/baker based magic caster! It's a bit odd, but it would make for a heck of a good time!
I'd imagine they'd need to get ranks in Profession (baker) or something :smalltongue:
Q912
Would my Food Domain be of any use?

gurgleflep
2013-06-10, 02:47 PM
Q912
Would my Food Domain be of any use?
C912
I don't know if it would or not, but any and all food-based suggestions sound good to me :smallsmile:

DracoDei
2013-06-10, 03:41 PM
C912
I don't know if it would or not, but any and all food-based suggestions sound good to me :smallsmile:
C912
I'll see about getting it convert out of Word format...

Debihuman
2013-06-11, 09:19 AM
C. 912 I have a Pie Domain see my sig that might also work and you should see this thread as well: http://www.giantitp.com/forums/showthread.php?t=122051.


Debby

DracoDei
2013-06-11, 03:20 PM
C/H912

Going to be a BIT lazy on rebuilding the formatting that was lost in the copy/paste here. Also, I'm not going to necessarily catch all the mistakes that I made since I created this years and years ago. This includes the fact that some of the spells may be unbalanced, including Ray of Vomiting.

Granted Powers: Can cast the following spells 2/day each: Create Water, Purify Food/Drink (As a bonus also gets rid of bitterness or excessive seasoning when cast in this way)

1 Detect Food*
2 Create Food and Drink (Tastiness determined by Craft(Cooking) check at a -5 penalty.)
3 Neutralize Poison**
4 Ray of Vomiting*
5 Stone to Flesh***
6 Hero Feast
7 White Snake*
8 Greater Hero’s Feast*
9 Nectar of the gods*
*New spell. Detailed below.
** Effective against Ingested and Contact poisons only when cast as a domain spell(including from a domain slot).
*** In situations where this spell would normally produce an undefined fleshy substance it instead produces raw meat of supreme quality, caster’s choice of any type of meat she has eaten at least once.

Detect Food
Divination
Level: Food 1
Components: V,S,DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
You detect substances you can eat or drink. This will detect living creatures but only if you have eaten such a creature before and could reasonably expect to defeat it if you faced in a battle to the death with yourself naked, weaponless and without magic or psionics, fleshed undead are detected as spoiled meat if you have ever eaten a member of that species. Thus you could theoretically detect ghouls made from humans if you have ever eaten human flesh, but skeletons or ghosts could not be detected. The amount of information revealed depends on how long you study a particular area, subject or place:
1st round: Presences or absence of food.
2nd round: Number clumps of food and tastiness of the one you like best.
3rd round: The volume and tastiness of each piece of food in area. Also gives indication if any of them are poisoned with ingested or contact poison. This is an indication for the area as a whole and not for any individual piece of food in it. Tastiness levels:

Tastiness |Aura Strength
Spoiled |Dim
Unpalatable |Faint
Average |Moderate
Tasty |Strong
Gourmet |Extreme
4th round: The type of each piece of food. Which pieces of food, if any, are poisoned.
5th and later rounds: May make one attempt per poisoned food item to identify the poison used (See Detect Poison). You may only make one attempt per round and only one attempt for each poisoned item. Note that if you have the Alchemy skill then each attempt actually might consist of two rolls.
Note: Like all the other detect spells this one can penetrate barriers but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. If the caster has been unable to obtain food for at least 2 days then double the thicknesses, or if they are within 5 days of starving to death then instead triple them.

Greater Heroes Feast
Conjuration (Creation)
Level" Food 8
Casting Time: 10 minutes
Duration: 24 hours
This spell is identical with Heroes Feast except as follows:
Heals all HP instead of only some.
All 12 hour durations in it change to 24 hours
+2 (un)holy bonus to STR, CON, and INT for 24 hours provided by food.

Ray of Vomiting
Enchantment (Compulsion)
Level: Food 3, Wiz/Sor 3
Components: S, M(however see below), DF
Casting Time: 1 action
Range: Short (25ft +5ft/2 levels)
Target: One creature
Duration: 1d4 rounds or until resisted
Save: Special
Spell Resistance: Yes
Your ray causes the creature struck to spend one round doing nothing but vomiting, retching, and spitting. Although much more disgusting the practical combat effects of this are mostly equivalent to a Daze Monster spell that allows no save (at least not on this first round). The vomitus may also be slick or in extreme cases might eat (extremely strong stomach acid) or burn (Remorhaz) into whatever it touches (GM’s digestion… er I mean discresion). In such cases or just for effect the GM may allow the creature a will save to aim stomach contents as a range touch attack. The maximum range is equal to the creature’s reach and thereis no increment. Note that with the exception of thri-kreen almost all breathweapons are separate from stomach contents and are not considered to be proficient weapons. In any case any creatures that have been swallowed or are in the creatures mouth are ejected immediately. Each additional round up to the 1d4 duration the target is allowed a Fortitude save to end the effects. On the third round(if any) the DC is decreased by 1, and on the fourth round (if any) the DC decreased by 1 more for a total of 2 less than the original DC.
Material Component: a root from the alum plant, this is actually not strictly required but without it the range changes to touch. This is a critical distinction since touch attacks from within the craw or stomach of a creature are almost always automatically successful.

Nectar of the gods
Transmutation [See Text]
Level: Food 9
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: One bottle containing at least 20 vials worth of (un)holy water.
Duration: Until discharged or 2 hours / level* , 24 hours

Temporarily transforms (un)holy water into a potion of great power. The potion may be utilized in one of two ways. It can be drunk or it can be used as a grenade like missile. For the duration the bottle is considered to be a Breaker Bottle and anyone who handles it has the command word mentally communicated to them.
Drinking it requires a full round action and it immediately has the same end effects as a Greater Heroes Feast on the imbiber with the following exceptions (there is no one hour delay, just the one full round to quaff):
Quaffing is sufficient to provide all the benefits even though there is nothing to eat.
+2 (un)holy bonus to WIS for 24 hours
+4 (un)holy bonus substituted for the +2 bonus to ONE of STR, CON, or INT (casters choice at time of casting, the other two are still +2)
drinker gains 3d8 temporary hitpoints (as per Aid) for 24 hours
functions as per the second effect of Protection from Good/Evil/Law/Chaos. (blocks any attempt to possess the warded creature or to exercise mental control over the creature. Likewise the barrier keeps out a possessing life force but does not expel one if it is in place before the potion is quaffed.)
acts as a Regenerate Light Wounds ( p.92 Master’s of the Wild) with a 24 hour duration.
Again: all effects are without delay.

If used as a grenade like missile then it has the following effects:
Splash: Acts as a Holy Word, Dictum, Word of Chaos, or Blasphemy depending on what modifier it was memorized with on creatures struck by splash only. It also functions as a bottle with 20 vials worth of (un)holy water would if used as a grenade like missile. If cast as a Good spell after these effects are resolved, against undead ONLY it acts like a Heal spell on them (and so damages them). If cast as an Evil spell after these effects are resolved, against living targets ONLY it acts like a Harm spell on them. All saves are as for a 9th level spell.
Struck directly: As per above but Holy Word, Dictum, Word of Chaos, or Blasphemy functions at increased effect as if under a Maximize Spell and Empower Spell effects and Heal/Harm effect can kill/destroy even on a successful save.

The standard rule about this being memorized as a ONE of the following only (per spell slot) applies: Good, Evil, Law, or Chaos.
Material Components: If cast as a Good spell: The bottle of Holy Water (at least 20 vials worth)(not consumed), 1 lb of honey, 1 pint fine red wine (costs 10 gp, see p. 108 PHB)
If cast as a Law spell: Bottle of Holy or Unholy Water (at least 20 vials worth)(not consumed), 1 lb of honey, 1 pint fine bubbly wine (Like Champaign for example, costs 10 gp, see p. 108 PHB)
If cast as an Evil spell: The bottle of Unholy Water (at least 20 vials worth)(not consumed), 1 gallon of distilled spirits( 2 gp worth), 1 pint fine wine (costs 10 gp, see p. 108 PHB)
If cast as an Chaos spell: The bottle of Unholy or Holy Water (at least 20 vials worth)(not consumed), 10 gp worth of mead
*This is the ‘shelf life’ before it reverts back to being (un)holy water, not the duration of the effect if and when drunk.

White Snake
Conjuration (Creation)
Level: Food 7, Drd 7
Duration: 3 hours/level* or until discharged + 1 hour/level
Components: V, S, DF, F
Range: Touch
Target: Platter/Bowl touched
Casting Time: 10 minutes
Creates a dead snakelike creature with pure white scales on the platter/bowl cut up one piece per 3 caster levels. Each of these pieces if consumed acts as per Speak with Animals on the eater with a duration of 1 hour per level of the caster of White Snake. In addition it grants a +4 enhancement bonus to charisma for the purpose of any interaction with animals for the duration and gives a +1 enhancement bonus to intelligence to any animals within 10’ feet of the eater. This last bonus is considered on a round-by-round basis without regard to where the animal was before that time. In other words whether the animal left the radius, and/or was in the radius at the time of eating of the piece of the snake is irrelevant.

Cleric Focus: A silver platter with sliver cover worth at least 200 gp.
Druid Focus: A wooden bowl at least 1 foot in diameter made of Oak, rowan, ash, or yew.
*This is the shelf life before any remaining pieces of the snake vanishes, not the duration of the effect if eaten.

gurgleflep
2013-06-11, 04:36 PM
C912
Thank you both :smallsmile: These will come in quite handy for the Magi of Pie!

Tzi
2013-06-11, 07:52 PM
R.913

It might be a complex request, but I'm looking for a specific monster design....

An incorporeal undead, It has two severed hands that float independent of its body and can move out to 90 feet individually from it (Both hands can move as if each was its own levitating object). The body is ideally under a constant invisibility effect and its hands actions don't cause it to become visible. The spell See Invisibility is required to actually locate its body. I'd like to then have a fear aura be active once its body is revealed and possibly some other fear effect spell like abilities. Attacking its hands does no damage to the actual creature. Ideally it can possess objects and its hand at least can pick up and use physical weapons. Or has a telekinetic fist ability. Additional things like touch attacks are not required as the creature is supposed to be able to wield weapons with its hands, possibly its body can shoot fear effects, various rays or simply dimension door around a few times.

This is intended to be a CR 6-8 encounter and pretty much a Big Boss to a dungeon. I've taken to calling it a Dybbuk.

DracoDei
2013-06-11, 10:57 PM
R.913

It might be a complex request, but I'm looking for a specific monster design....

An incorporeal undead, It has two severed hands that float independent of its body and can move out to 90 feet individually from it (Both hands can move as if each was its own levitating object). The body is ideally under a constant invisibility effect and its hands actions don't cause it to become visible. The spell See Invisibility is required to actually locate its body. I'd like to then have a fear aura be active once its body is revealed and possibly some other fear effect spell like abilities. Attacking its hands does no damage to the actual creature. Ideally it can possess objects and its hand at least can pick up and use physical weapons. Or has a telekinetic fist ability. Additional things like touch attacks are not required as the creature is supposed to be able to wield weapons with its hands, possibly its body can shoot fear effects, various rays or simply dimension door around a few times.

This is intended to be a CR 6-8 encounter and pretty much a Big Boss to a dungeon. I've taken to calling it a Dybbuk.
C 913
I may or may not do this, but that actually doesn't sound too hard to me.

Just to Browse
2013-06-11, 11:35 PM
R912
Thanks to this thread, (http://www.giantitp.com/forums/showthread.php?t=287270) I would like to request a chef/baker based magic caster! It's a bit odd, but it would make for a heck of a good time!
I'd imagine they'd need to get ranks in Profession (baker) or something :smalltongue:

C 912
Well my first thought is to re-skin alchemical items and potions as different types of food. Then make an invoker (http://www.giantitp.com/forums/showthread.php?t=153863).

Sgtpepper
2013-06-12, 11:02 PM
R.914?

I would like a feat that let's spell casters use the sudden metamagic feats more times per day.

Debihuman
2013-06-12, 11:39 PM
C 913
I may or may not do this, but that actually doesn't sound too hard to me.

Sounds like a combination of ghost and crawling claw.

C. 914 How about the Residual Magic Feat from Complete Mage p. 46

Debby

Sgtpepper
2013-06-12, 11:42 PM
I was looking more for a "you can use this one __ amount more times a day" aswell I wouldn't know where to begin for the prerequisites.

Just to Browse
2013-06-13, 03:26 AM
H 914

The two options I see here are feats that let you use one sudden metamagic feat more often, and feats that let you use all sudden metamagics more often. So with three feats you could be a sudden [X] specialist and do that 3-5 times a day, or you could be a sudden [whatever] specialist and do everything 1-2 times a day. I'll write a feat for both.

Sudden Magister
Prerequisite: Any 2 sudden metamagic feats
Benefit: You gain a pool of bonus sudden metamagic uses equal to 1 + the number of sudden metamagic feats you have. This pool refreshes to maximum when you regain spells for the day. When you cast a spell, you may choose to lose 1 use from the pool and use one of your sudden metamagic feats, even if you have already used the feat that day.
Special: You may not use this feat to activate multiple sudden metamagic feats on a single spell.

Sudden Specialist
Prerequisite: Any sudden metamagic feat
Benefit: Choose 1 sudden metamagic feat you know. You may use that feat an additional 2 times per day.
Special: You may take this feat more than once. You may apply it to the same sudden metamagic feat more than once, but may not apply it more than once per three ECL (rounded up).

Keep in mind that these are not metamagic feats themselves. They are also quite strong and open to easy abuse, so keep an eye on them.

DracoDei
2013-06-13, 11:05 AM
H 914
Special: You may not use this feat to activate sudden metamagic feats on a single spell.
C 914
This is garbled. I think you mean you can't use it to activate MULTIPLE metamagic feats on a single spell? Which could get into trouble since as written, you can't use it while you have charges remaining on the actual sudden metamagics, so if you want to do two different ones and both have run out you are out of luck.

Just to Browse
2013-06-13, 02:07 PM
C 914

Yeah, I meant multiple. Writing that in.

The goal is to force spreading your sudden metamagic throughout the fight and/or day. I agree with you on the problem there, but I can't think of better wording that stays simple.

DracoDei
2013-06-14, 01:29 AM
C 914

Yeah, I meant multiple. Writing that in.

The goal is to force spreading your sudden metamagic throughout the fight and/or day. I agree with you on the problem there, but I can't think of better wording that stays simple.
Well, you could do what I do and not let "simple" get in the way of "precise"... of course, some people don't like that so... I sometimes make two versions of the same thing (in the same post/thread).

LordErebus12
2013-06-14, 06:21 AM
R - 915

5 level PrC that turns you into a giant tropical frog. Gain contact poison, long tongue for combat, webbed feet, jump and spot bonuses, etc.

Tzi
2013-06-14, 08:10 AM
C 913
I may or may not do this, but that actually doesn't sound too hard to me.
Alright, Well I'll be watching the thread for it.

Oryan77
2013-06-14, 01:26 PM
R.916

I would like some Animal Companion Starting Statistics for Pathfinder if anyone can do them.

I'm wanting to simulate the Hippogriff Animal Companion that the Hippogriff Rider (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/sable-company-marine) gets, but use these Magical Beasts:

Griffon
Pegasus
Unicorn
Sea Cat
Worg
Ethyk (stats located here: Ethyk 3.5 (http://creaturecatalog.enworld.org/cc/converted/view_c.php?CreatureID=1114)
Elven Hound (Races of the Wild pg 189)

BTW, I don't need an entire archetype written up. I just need the animal (magical beast) starting stats.

Oryan77
2013-06-14, 01:44 PM
R.917

Here are several 2e Planescape spells that I would like to see converted to 3.5 rules if anyone wants to tackle these:

Original source for the following spells = Planes of Chaos boxset: Liber Benevolentiae pg 31

Value *created, thanks!
Value

2nd level Wizard Spell
(Divination)
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 item/level
Saving Throw: None

Similar to the identify spell, this spell appraises the monetary value of a nonmagical item, with the chance of an accurate appraisal equal to 15% per level of the caster. The maximum chance for success is 90%; a percentile dice roll of 91-95 gives no result, and a result of 96-00 gives a false value (higher or lower, to be determined by the DM).
The spell not only determines the value of the item as a whole, not just its component parts. A copy of "The Lady of Pain's Daily Journal" (if such a tome existed) would, with a successful casting, be determined to be incredibly valuable despite it being made up of the same basic materials as any other book in the Cage.
Also, the spell can determine the potential worth of raw materials, though only with a 10% chance of success per level. For example, the potential value of an uncut gem - cut and mounted properly - is revealed with a successful die roll. Note that the spell does not reveal the best method to bring out the material's potential, just the best possible value of the item if it is so treated. A caster with a nonweapon proficiency related to the material subject to the spell can add a +5% bonus to the spell's chance for success. If a 5th-level caster were casting the value spell on the uncut gem, his chance of success normally would be 50%. If the caster had the gemcutting nonweapon proficiency, his chance of success would increase to 55%. Note that only one such bonus can apply to any one material.


Original source for the following spells = Guide to the Astral Plane pg 60-62

Conduit Pierce
Conduit Pierce

5th level Wizard Spell
(Alteration)
Range: 30 yds. +1 yd./level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates

This spell is most easily used on the Astral, although it works on planar conduits as well. It was developed by the githyanki, but humans, tieflings, and other races eventually learned its secrets.
The spell essentially breaks into the interdimensional connection of a conduit in order to reach an individual traveling through the conduit. The caster must be waiting by a conduit and able to see and touch it (a dangerous proposition, considering that conduits whip and writhe wildly). A detect invisibility spell is required to see a planar conduit, while astral conduits are plainly viewed in their plane. When the caster sees the tell-tale signs of a traveler using a conduit (it begins to thrum lightly as it flails even more wildly), an initiative roll is made. Only if the caster casting conduit pierce succeeds in winning the initiative can he affect the traveler using the conduit. Once the conduit is pierced, the caster can choose any one of the following effects.

* Spell Theft: If the traveler is a wizard, the caster can steal any one of her spells. The spell is chosen by the caster, and he gains it as though he has memorized the spell himself, even if it would exceed his normal allotted number of spells. The caster must be of an appropriate level (and school, if specialized) to cast the spell, however. The traveler loses the spell as though she cast it and may not even realize what happened. A saving throw is allowed to see if the traveler can resist the effect of the spell, and an Intelligence check at a -3 penalty is required to ascertain what happened during transit.

* Life Theft: This effect drains the traveler of 2d10 hit points and transfers them to the caster in a necromantic fashion. These hit points can be used only to heal the caster, replacing lost hit points. It is impossible for the caster to reach a hit point total higher than his maximum through the use of this spell. Again, the traveler gains a saving throw to resist the effect and an Intelligence check at a -3 penalty to correctly determine what happened.

* Conduit Breach: This is the most dramatic use of the conduit pierce spell. The caster uses the spell to tear a temporary hole in the conduit, bringing the traveler to the point where the caster is rather than her original destination at the terminus of the conduit. Travelers failing their saving throws arrive slightly disoriented (-2 penalty to surprise), but completely capable of taking out their displeasure upon the caster. Casters attempting to make such a brazen abduction should be prepared. The breach in the conduit closes instantaneously, so there is no chance that the traveler can return. Travelers who make their saving throws arrive at the end of the conduit normally and can attempt an Intelligence check at a -3 penalty to recognize what almost happened to them.

It is important to remember that the traveler cannot act while in a conduit. For the traveler, everything happens too quickly to respond. Even if she realizes what happened, it will not be until her journey is complete.
Many regard this spell to be wholly evil in its application and refuse to use it. The material component is a knife made of silver, worth at least 100 gp, which the caster must use to physically pierce the conduit. When the knife strikes the surface of the conduit, the spell activates and consumes the knife.


Detect Illithid *created, thanks!
Detect Illithid

1st level Wizard Spell
(Divination)
Range: 0
Components: V, S, M
Duration: 2 turns/level
Casting Time: 1
Area of Effect: 100' radius
Saving Throw: None

This uniquely githyanki spell alerts the caster to the presence of illithids within 100 feet of his person. The exact number of mind flayers and their positions are known to him if they are within the radius.
This spell was developed to aid illithid-hunting githyanki as they navigate the underground tunnels where the mind flayers make their lairs. Although its area of effect is small, its duration makes it a worthwhile spell. However, this spell is blocked by one foot of solid stone, one yard of wood or loose earth, or one inch of solid metal. The material component is a bit of illithid flesh or bone.


Out of Time's Grip *created, thanks!
Out of Time's Grip

4th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

Time does not actually pass on the Astral Plane, but it catches up with an individual once she leaves. This spell was created by the githyanki to enable them to leave the Astral for short periods without feeling the effects of the time that they’ve cheated. For the duration of the spell, the recipient can operate freely on any plane without worrying about retroactive aging for the time she spent on the Astral. If she stays off the Astral longer than the duration, time immediately catches up with her and she instantly ages all the time that she spent on the Astral, as normal. A successful casting of dispel magic will cause the spell’s effect to stop.


Probe Spellshadow
Probe Spellshadow

3rd level Wizard Spell
(Divination)
Range: Special
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None

There are two uses of this spell, detection and dissection. Both deal with spellshadows, described on page 21 in the Guide to the Astral Plane in the chapter called “Spellwarp: Astral Magic.”
The detection ability leads the caster, upon finishing the spell, to the location on the Astral Plane of a particular spellshadow known to the caster. For the spellshadow to be “known,” the caster must be aware of the original caster of the spell that created the shadow, or the exact place and
time when such a spell was cast. The spell lasts until the caster arrives at the spot, although if he pauses for more than an hour while traveling to the location or if he stops more than ten hours away from the location, the probe
spellshadow spell is ruined.
Once at the site, the caster can use the proficiency read spellshadow to glean information from the shadow, or he can cast probe spellshadow again to dissect the shadow, giving him a chance to learn the spell (see the Intelligence table in the PHB for the percentage chance to learn the spell) and add it to his repertoire. This dissection gives the caster all
the basics of the spell, but he must then meditate on these factors for a week per level of the spell before he can put them all together well enough to write the spell in his spell book. Obviously, only wizard spells (not including those from opposition schools or above the wizard‘s spell level) can be
learned by the wizard, although any spell can be detected and read.
In any event, a spellshadow fades ld4 hours after it has been disturbed - that is, probed or read in any way (even just detecting it will cause it to fade, although the shadow doesn’t fade until ld4 hours after the spell completely ends).
Spellshadows were almost certainly discovered by the githyanki, who developed this spell. Nevertheless, the information has leaked out to a few bloods on the planes. Only one in a thousand spellcasters knows the dark of them, though, so the knowledge is very rare, and therefore, very valuable.


The Clutches of Time
The Clutches of Time

5th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Negates

This spell is intended to be cast on the Astral, although it would affect an individual under the effects of the Out of Time’s Grip spell. Essentially, it summons just enough temporal energy from another plane to have time’s effects catch up with a recipient who has been “cheating” time by staying on the Astral Plane. For some, this spell will be a minor hindrance, but for those who’ve spent many years, decades or even centuries there, this spell can be instantly lethal.


Original source for the following spells = Guide to the Etheral Plane pg 37-40

Corporeality, Greater
Corporeality, Greater

7th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Negates

Greater corporeality, forces an ethereal creature or object (of up to 150 pounds per level of the caster) out of the Ethereal if it fails its saving throw (with a -4 penalty) against this effect. Affected creatures simply “drop” onto the adjoining plane if the caster casts
this spell upon the Border. If cast on an object in the Deep, the target is flung into a random area of the color curtain and dropped onto its adjoining plane. When greater corporeality is cast upon creatures that are normally ethereal - such as ghosts or thought eaters - they are unable to reenter the Ethereal for 1d4 turns and may incur additional penalties due to their temporary corporeal status, at the DM’s discretion.
The material components for this spell include a vial of mist and a pinch of powdered quartz.


Dissipate
Dissipate

6th level Wizard Spell
(Alteration)
Range: 10 yards/level
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 6
Area of Effect: 1 target
Saving Throw: Special

This spell is only effective when cast upon the Ethereal Plane. When dissipate is cast upon a target, the victim’s body actually begins to boil away as if it were composed of ephemeral ether. For every round dissipate lasts (1 round for every 2 levels of the caster), the victim’s body loses coherency at a rate of 3d4 hit points per round. A victim reduced to 0 hit points permanently dissipates, merging completely with the surrounding mists-though a wish spell can reform the victim. Even if a target survives the effects of this spell, he loses 1d4 hit points permanently (restoration or wish can return these lost hit points). Victims who permanently lose more than 25% of their maximum hit points also lose a randomly rolled limb (assign ld4 to arms and legs), and they must make a system shock roll to survive the trauma.
A target who makes his saving throw still loses 1d4 points of damage per round while the spell lasts, but he doesn’t incur any permanent hit point loss. If cast on an inanimate object, the target object must make an item saving throw (with a -2 penalty) against acid. Objects that are successful remain unharmed, but objects that fail lose 5% of their total mass for each round dissipate lasts. Items that lose more than 50% of their total mass are eroded beyond repair - though objects and structures may fare better at the DM’s discretion.
The caster must concentrate to keep the spell active. If he suffers any damage or is interrupted in any way, the spell ends.
The material components for this spell include a miniature teapot and a dash of sea salt.


Etherealness, Greater
Etherealness, Greater

7th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Negates

Like lesser etherealness, the greater etherealness spell allows the caster and a specific amount of additional weight to enter the Border Ethereal. The spellcaster is able to transfer a maximum weight of 1,000 pounds, plus an additional 150 pounds for each level of experience above the 16th (a 20th level caster can transfer 1,600 pounds, including herself, onto the Border Ethereal). Unwilling travelers receive saving throws that negate the effect if successful. Casting this spell on the Astral Plane, any of the Outer Planes, or on any other plane not “surrounded” by the Border Ethereal causes it to fail.
The caster and other travelers and/or objects transferred are subject to the standard conditions of the Border and Deep Ethereal. Creatures that accompany the caster are not bound to remain with her once they’ve transferred onto the Border.
Unlike lesser etherealness, greater etherealness is permanent for each creature or object it transfers onto the Ethereal - until the caster or other travelers desire to leave, or until some other force outside a traveler’s control prematurely pulls her out of an ethereal state. At any time after transferring onto the Ethereal, a traveler using this spell simply concentrates to reenter a bordering plane. Once a traveler leaves the Ethereal, the spell ends; she must use another spell, item, or effect to enter the Waveless Sea.
The material components for this spell include a vial of mist and a pinch of powdered quartz.


Etheralness, Lesser
Etheralness, Lesser

5th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S
Duration: 3 turns/level
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates

When this spell is cast, the caster and up to three other travelers (or up to 1,000 lbs., whichever is lowest) fade back into the area of the Border Ethereal surrounding the plane on which the spell was cast. Creatures unwilling to accompany the caster onto the Border receive a saving throw,
negating the effect if successful. If the Border Ethereal doesn’t touch the plane upon which this spell is cast - like the Astral and any of the Outer Planes - lesser etherealness fails to function, and the wizard loses it from her memory.
Once on the Ethereal Plane, the caster and any other travelers are subject to the conditions of the Ethereal Plane regardless of whether they travel into the Deep or remain upon the Border. Individuals who accompany the caster are not bound to remain with her once they’ve transferred onto the Border.
When the duration expires (or etherealness lapses through other means), all travelers “drop” back onto the bordering plane in a location analogous to the distance they have traveled (if any) while upon the Border. If etherealness ends for travelers in the Deep, they are immediately flung onto a randomly rolled plane.


Lob
Lob

3rd level Wizard Spell
(Alteration)
Range: 30 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 10-foot radius
Saving Throw: Special

Lob is only effective if cast upon the Ethereal Plane. Upon casting lob, the caster releases a powerful wave of possibility that imparts terrific velocity to all objects within the area of effect. Both Border and Deep Ethereal targets are flung headlong into the limitless tracts of the Deep Ethereal and removed from known routes and planes. Affected creatures must spend an additional 1d100 days to reach a specified goal, while objects are likely lost forevermore, Even if a target makes his saving throw, the spell still flings him 3d100 feet in a random direction away from the spellcaster.
This spell is ideal for removing enemies from an area of conflict, but some spellcasters have cast this spell upon themselves in order to explore portions of the Deep Ethereal never before plumbed. Most such explorers are never seen again.
The material components of this spell include a sling and a pellet of solid ether.

Debihuman
2013-06-24, 05:54 PM
R - 915

5 level PrC that turns you into a giant tropical frog. Gain contact poison, long tongue for combat, webbed feet, jump and spot bonuses, etc.

C. 915.

I think that would be a template rather than a Prestige Class.

C. 916

For 3.5 Planescape spells, look here: http://geocities.bootstrike.com/Planescape%20Torment/The%20Clueless%20Inn/Campaign/7-Magic/FB4.htm



Debby

Oryan77
2013-06-25, 06:33 PM
C. 916

For 3.5 Planescape spells, look here: http://geocities.bootstrike.com/Planescape%20Torment/The%20Clueless%20Inn/Campaign/7-Magic/FB4.htm


Thanks, but I have already used that site for most of my conversions and the remaining ones I need do not appear there. But thanks for doing a search anyway!

Xaotiq1
2013-06-25, 11:53 PM
R918: I'm seeking more brainstorming than an actual homebrew, though a skeleton would be good to jump from, for class features for a class built around action points. All of the class's features should be enhanced or fueled by action points.

I'm already thinking about using the Ranger chassis (d8 Hit Die, full BAB, Good Fort & Ref save, 6+Int skills, etc), and rolling from there. Any assistance is greatly appreciated!

Debihuman
2013-06-26, 05:40 AM
H. 917

Value should work exactly like identify spell but on non-magical items, no chance of failure (that's just using the appraise skill now isn't it?)

Value
Divination
Bard 1, Sor/Wiz 2
Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 2 rounds
Target: 1 or more items touched (See text)
Saving Throw: None
Spell Resistances: No

Similar to the identify spell, this spell appraises the monetary value of a single nonmagical item. If the spellcaster also has the Appraise skill, the spellcaster can use this spell on more than one item (1 additional item for every 2 points of Appraise the spellcaster has to a maximum of 10 items).

Conduit Breach is now separate spells for each effect: See Precipitous Breach in Planar Handbook. Spell Theft is a spell from Complete Scoundrel and Channelled Lifetheft from Complete Mage.

Detect Illithid
Divination
Sor/Wiz 1
Range: Personal
Components: V, S, M
Duration: 10 minutes/caster level
Casting Time: 1 round
Area of Effect: 100-foot radius
Saving Throw: None
Spell Resistance: No

Text is unchanged.


Out of Time's Grip
Necromancy
Clr 4, Sor/Wiz 4
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 4 rounds
Area of Effect: 1 creature touched
Saving Throw: None
Spell Resistance: No

Text is unchanged. Note that there are creatures that do not age (see Timeless Body) Note: Age, hunger, thirst, poison, and natural healing don't function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane. If you say that the plane is timeless but the effects catch up to you once you leave, then this spell is useful. Otherwise, it's not really necessary.

Sorry that's all I have time for today.

Debby

Noxsis
2013-06-27, 02:52 PM
R. 919 can someone make me a template based on the shade but that worships selune rather then shar. (if you know anything about the forgotten realms setting you should know what theses are) please and thank you.

Oryan77
2013-06-27, 03:53 PM
H. 917

Conduit Breach is now separate spells for each effect: See Precipitous Breach in Planar Handbook. Spell Theft is a spell from Complete Scoundrel and Channelled Lifetheft from Complete Mage.

C. 917

Thanks so much for the spells you did so far.

In regards to Conduit Pierce, nice catch on those separate spells. I'm wondering though, would it make sense to still write those spells into a Conduit Pierce spell rather than keeping them separate? Conduit Pierce specifically targets a planar conduit, and those spells by themselves would not technically allow a caster to target a conduit on their own.

So I'm thinking the Conduit Pierce spell just allows a caster to use one of those other 5th levels spells on a conduit as a swift action, which you would not otherwise be able to do (since you can't target a person within a conduit because they travel so fast within it). Is that correct? Or does that seem like a complete waste of a spell?

That's what the Conduit Pierce spell seems to indicate to me anyway. :smallamused:

AkazilliaDeNaro
2013-06-28, 11:53 AM
R.920
I need help working on my Bentley Sly Cooper class (http://www.giantitp.com/forums/showthread.php?t=289594). I find that I am absolutely terrible at making classes, and this class needs a lot of work. Any help is appreciated. I've already started the skeleton of it and stated what most of the abilities do(non mechanically of course). Now I just need it fleshed out.

ngilop
2013-06-28, 05:07 PM
R908

I am looking for a Egyptian themed Prc for a 'paladin' of Ra. Id like the requirements to be divine grace and 2nd level divine spells, as the character in question is going to be going paladin 2/ then into oracle.
I want the PrC to be more around the theme of supportive buffs in abilities, and id either like it to give full or near full casting progression or maybe its own spells ala ur-priest.

im thinking something along the lines of liek the warpriest where I get haste and heroism or other such supportive buffs X a day

also C907 that is awesome!

Still looking for somebody to create this PrC. also i just noticed I said oracle.. but I meant favored soul...

Debatra
2013-06-29, 01:23 AM
R. 921

I need a CR 12 Monstrous Humanoid with swim and fly speeds (at least good maneuverability) and the ability to breathe underwater. Preferably something that can be of any alignment, but anything that isn't forced into good or evil is fine.

It should be Large, but doesn't absolutely have to be. Spell Resistance and at-will Dispel Magic are a must.

It should have decent-high Charisma, with any applicable abilities being Charisma-based.

Debihuman
2013-06-29, 06:18 AM
C. 921

If it doesn't need to breathe, you are looking at either a Construct or an Elemental since you specifically said that you didn't want an Undead. Do you have a preference?

I have the idea of a Spume Elemental (polluted water meets air idea) as it could both swim and fly. I'm re-skinning an Air elemental to give it a swim speed and adding SR and dispel magic as you'd like. Shouldn't be too hard but I may not have it for a couple of days.

Debby

LordErebus12
2013-06-29, 06:34 AM
C. 915.

I think that would be a template rather than a Prestige Class.

Debby

Still, i'd think it could work as an actual PrC.

Debatra
2013-06-29, 08:54 AM
C. 921

If it doesn't need to breathe, you are looking at either a Construct or an Elemental since you specifically said that you didn't want an Undead. Do you have a preference?

I have the idea of a Spume Elemental (polluted water meets air idea) as it could both swim and fly. I'm re-skinning an Air elemental to give it a swim speed and adding SR and dispel magic as you'd like. Shouldn't be too hard but I may not have it for a couple of days.

Debby

C. 921

Right. Didn't think about that. Not needing to breathe isn't critical; though I suppose being able to breathe underwater is. I like the Elemental idea, but a bit more thought tells me Monstrous Humanoid would probably be best. I leave that decision to you.

Also, take your time.

dspeyer
2013-06-29, 01:29 PM
H921

Seeing as I'm taking this a completely different direction, I don't think this conflicts with Debihuman. I'm not really confident on the CR, but I think it's about right.

Legendary Cormorant

{TABLE]Size/Type:|Large Magical Beast
Hit Dice:|30d10+120 (270 hp)
Initiative:|+16
Speed:|30 ft (6 squares), fly 90ft(Good), swim 60ft
Armor Class:|29 (-1 size,+12 dex, +5 natural, +3 luck), touch 24, flat-footed 17
Base Attack/Grapple:|+30/+36
Attack:|claw +41 melee (2d6+2)
Full Attack:|2 claws +41 melee (2d6+2) and beak +39 melee (1d8+1 plus curse)
Space/Reach:|10ft/5ft
Special Attacks:|Stoop, Improved grab, Curse
Special Qualities:|Bend Luck, Hold Breath, Spell Resistance 15, Plane Shift (self and passengers only)
Saves:|Fort +21, Ref +29, Will +16
Abilities:| Str 14, Dex 35, Con 18, Int 11, Wis 18, Cha 26
Skills:|Listen +6, Spot +39, Swim +43
Feats:|alertness, dodge, hover, flyby attack, improved flyby attack, improved initiative, iron will, mobility, multiattack, weapon finesse, wingover,
Environment:|coastlines
Organization:|solitary
Challenge Rating:|12
Treasure:|none
Alignment:|usually neutral
Advancement:|-
Level Adjustment:|-
[/TABLE]

Stoop
When a legendary cormorant charges downward, it may attack with both claws.

Improved grab
When a legendary cormorant hits a smaller creature with an attack, or an equal size creature with both claws, it may immediately begin grapple with no attack of opportunity.

Curse
When a legendary cormorant hits with its beak, it may immediately bestow a curse as if by the Bestow Curse spell. The save dc is charisma based.

Bend Luck
A legendary cormorant may alter the luck of other creatures. Over the course of each day, it has 30 luck points to bestow, each of which grant a +/- 1 luck modifier to all attacks, saves and skill checks of the effected creature for the next hour. No single creature can receive more than a +/- 5 modifier. The legendary cormorant may bestow multiple luck points at once (either on the same or different creatures). The bestowal is a standard action requiring line of sight. A dc 38 will save negates. The save is cha based.

Hold Breath
A legendary cormorant can go 1 hour without breathing.

Plane Shift (self and passengers only)
Twice a day, a legendary cormorant can use Plane Shift (as the spell) for itself and beings it is carrying (either in its claws or on its back). The save dc, if relevant, is cha based.

Language
Legendary cormorants can speak common, auran, aquan, celestial, abyssal and infernal, but rarely choose to do so. Thanks to their languages and plane shift ability, they sometimes carry messages among outsiders, the dead, and the living, but generally for a high price.

Skills
A Legendary Cormorant has a +8 racial bonus on Swim checks. It can take 10 on swim checks even when rushed or threatened.

Oryan77
2013-06-29, 03:38 PM
C. 921

If it doesn't need to breathe, you are looking at either a Construct or an Elemental since you specifically said that you didn't want an Undead. Do you have a preference?


C. 921

You can simply give the creature the Breathless quality that Air Genasi have. They are Native Outsiders. That quality should be fine for a Magical Beast.

Debihuman
2013-06-29, 04:42 PM
C. 921 Your homebrewed legendary cormorant has way too many hit dice and high saves to be CR 12. It's hard to judge because it is outside the parameters of Vorpal Tribble’s CR estimator but it looks to be CR 16 not CR 12.

boring explanation below

#1. Divide creature's average HP by 4.5 to 6.5.
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

270/6.5=41


#2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

3

#3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

3

#4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

3

#5. Add 1 for every two bonus feats it has.

0

#6. Divide total by 3. This should be its rough CR.
41 +3 +3 +3 +0= 50/3=16

Debby

Celesyne
2013-07-01, 02:57 AM
R. 922

I've got a half-vampire character I'd like to play in a campaign. What I don't have is a fun class to go along with it. Seeing as the ppor girl will have the blood drain and blood addiction portions, I thought some flavor of Hemomancer would be in order. However I can't find any that I particularly enjoy. Preferably I'd like something that sits on a Soulknife or improved Soulknife chassis that creates its weapons from blood and has a few blood related powers to play around with. I would greatly appreciate ANYONE more creative than I to take a crack at this.

dspeyer
2013-07-01, 11:30 AM
C921

Hmm. I tried to get the CR by being about 2 levels tougher than the CR 10 legendary tiger (http://www.d20srd.org/srd/epic/monsters/legendaryAnimal.htm) which comes out at CR 17 by that formula. Not sure if legendary tigers are terribly under-CRed or the formula doesn't scale well.

Debihuman
2013-07-01, 12:12 PM
C921

Hmm. I tried to get the CR by being about 2 levels tougher than the CR 10 legendary tiger (http://www.d20srd.org/srd/epic/monsters/legendaryAnimal.htm) which comes out at CR 17 by that formula. Not sure if legendary tigers are terribly under-CRed or the formula doesn't scale well.

Actually it doesn't

Legendary creatures are 3.0 so you have update them to 3.5 for them to make sense. The problem with them is that they have a lot of hit points but nothing else. It should have been a template and explained, but it wasn't.

I think the CR is artificially low because normal animals don't have supernatural abilities. Theyre just relying on brawn, which makes them pretty easy to defeat once you can hit them from a distance. As a result, the creature's CR is actually lower than the formula would indicate. Note the formula isn't foolproof and it is just an estimator.

Why did you use Legendary Creature as a comparison? It was a very bad choice. You should look at other magical beasts with CR 12 for a comparison. Especially since your creature has supernatural abilities which legendary creatures do not.

Debby

dspeyer
2013-07-01, 02:08 PM
C921

I've run a bunch of numbers and you're right.

I should probably write up the numbers and add them to monster builder. They were interesting. Maybe I should redo the cormorant, too. :smallwink:

As for why the other legendary animals, that's what it conceptually is: a real-world cormorant exaggerated. I threw in a few cormorant-related legends from various cultures, but I don't think they were very powerful (well, bestow curse is, but it's to make up for having no damage to speak of).

Stake A Vamp
2013-07-01, 07:53 PM
R.923

I need a PF prestige class based around the weapon finess feat, replacements for bardic music,and the acrobatics skill, entry level around 6-8 preferably

designed for a bard who wants to branch out into a more combat-ish role while remaining somewhat suportive

Just to Browse
2013-07-02, 02:49 AM
C 915

That sounds hilarious and I would like to volunteer.

What level of entry do you want, what role do you want it to fill (tank, harass, buff, assassin), do you want magic (and if so, how much?), and what flavor would you like it tied to?

I'm considering a cursed monk/fighter PrC making use of combat techniques, an assassin with on-hit save-or-sucks, or a druid PrC that wildshapes and summons frogs.

Debihuman
2013-07-02, 02:39 PM
R. 924

Anyone up for statting up a creature based on the Onion's article: http://www.theonion.com/articles/fossilized-evidence-reveals-spazosaurus-was-larges,33020/?ref=auto?

Spazosaurus just is too funny not to be converted.


Debby

smoke prism
2013-07-03, 02:06 PM
C. 924

I'll give this a go.

inuyasha
2013-07-03, 02:08 PM
R.923

I need a PF prestige class based around the weapon finess feat, replacements for bardic music,and the acrobatics skill, entry level around 6-8 preferably

designed for a bard who wants to branch out into a more combat-ish role while remaining somewhat suportive

C. 923
Well, I am a homebrew god right? Surely I can come up with something :smallwink:

Stake A Vamp
2013-07-03, 03:16 PM
C. 923
Well, I am a homebrew god right? Surely I can come up with something :smallwink:

thank you, though technically you did not complete the trials.
high priest of homebrew

inuyasha
2013-07-03, 03:33 PM
thank you, though technically you did not complete the trials.
high priest of homebrew

yeah, I wanna re-do it from scratch soon, or else I wont be able to (Doctor stuff is getting in the way, so re=send it soon :smallwink: Im getting surgery just incase you wanted to ask :smallsmile:)

smoke prism
2013-07-03, 05:53 PM
Spazosaurus.

Huge animal
HD: 5d8-3 (19 hp)
Speed: 30 ft. (6 squares)
Initiative: -3
Armor Class: 6 (-4 Dex, -2 size, +2 natural)touch: 4 flat-footed: 6
Base Attack/Grapple: +3/+7
Standard attack: slam-2 (1d8--4)
Full-Attack: slam-2 (1d8--4)
Space/Reach: 15 ft/ 15 ft
Special Attacks: -
Special Qualities: unstable, laughter inducing
Saves Fort +4 Ref +4 Will +1
Abilities Str 4, Dex 4, Con 5, Int 1, Wis 1, Cha 6
Skills: -
Feats: -
Environment: Forests, plain
Organization: solitary, pair
Challenge Rating: 2
Treasure:-
Alignment: Usually neutral
Advancement: 6-10 (Huge), 11-15 (Gargantuan), 16-20 (Gargantuan)
Level Adjustment: Don't even go there

Description:
Lumbering towards you is a bipedal, stooped over dinosaur that looks like it could fall over at any moment. As it shuffles forwards it takes you all you're strength to not burst out in laughter at its comical movement.


Combat:

Unstable (Ex):

After after every attack a Spazosaurus makes it must make a reflex save (DC 18) to avoid over balancing and falling over. If it fails its reflex save the DM should roll om the scatter table to see wich direction the Spazosaurus falls in. All creature with in 15 by 15 feet of the Spazosaurus take 1d6 (DC 9 reflex half). The Spazosaurus must make a DC 18 strength check to get up from prone.

laughter inducing (Ex):

When ever the Spazosaurus moves or attacks all creature with line of sight to the Spazosaurus must make a will save (DC 10), or be stunned for one round as they start to laught uncontrollable at the hilarious movements of the Spazosaurus.

DracoDei
2013-07-03, 10:02 PM
C924
Laughter inducing is pretty powerful, mostly because Stunned involves dropping items held.

Unstable is HIGHLY lethal, even at levels four times the CR. Granted it doesn't squash very often, due to the saving throw (needs a 14 or better to save) and scatter table.

I'd up the strength, hit-dice, and CR. Probably drop the Dex to 1 though...

smoke prism
2013-07-05, 07:11 AM
C924

@ DracoDei
I've take what you said into consideration, and I've desided to lower the fall damage to 1d6 to show that it can't even fall on people properly (and I didn't what to up it's CR).

Xaotiq1
2013-07-05, 04:53 PM
Good GRAVY, I'm sorry Agrippa! Hope you got my message! Here you are. One martial discipline based on Abyssal archery charms from Exalted! Now I am bad at fluff, so you'll need to come up with that on your own, sorry for that AND the time you spent waiting.

PS: I hope the name suits you better than Vile Shaft. :smallredface:

DEVIL'S FLIGHT

Associated Skill: Sleight of Hand
Discipline Weapons: Bow (All), Crossbow (All), Sling, all melee weapons that can also be thrown.

Maneuver List:

1st Level: Aid of Ill Wind (Stance): Increases the range of your attacks.
Overwhelming Devil's Flight (Boost): Add +1d6 to any attack roll made with a ranged weapon
Splinter of the void (Strike): Ranged attack may inflict various status ailments based on skill ranks.

2nd Level:Doom Drawn and Imminent (Boost): Opponents w/in your range increment is stricken with fear.
Withering Feathered Maelstrom (Strike) Make additional ranged attacks based on a Sleight of hand roll. All attacks suffer a -2 penalty.

3rd Level: Arrowhawk Seizes Lemure (Stance): You do not provoke AoO's when using a ranged weapon. You may threaten foe's up to 10' away from you with a ranged weapon.
Banished Bow Arsenal (Counter): Initiator may draw and fire concealed weapon as a swift action.
Iron Sleet Attack (Strike): Attack deals cold damage; and may also deal Dexterity damage.

4th Level: Lightning Clutch of the Raptor (Counter): Deflect ranged attacks or remove yourself from an AoE. May redirect ranged attacks.
Piercing Ghost Barb (Strike): Ranged attack resolved as a force touch attack.
Relic Arrow Method (Strike): You create arrows that deal cold and negative energy damage.

5th Level: Five Birds One Stone (Strike): Your ranged attack strikes multiple opponents.
Pulse of the Prey (Strike): Take 20 on a single ranged attack roll as a full round action.
Ravening Devil Mouth (Stance): Regain HP and/or heal ability damage from felling foes.

6th Level: Exquisite Relic Bow (Conjuration): Summon a magic bow w/ enhancements based on IL.
Twisting Spiteful Shaft (Strike): Ranged attack deals damage over multiple rounds.

7th Level: Gasp of Dead Gods (Strike):
Quiver of Souls (Boost, 7th): As Relic Arrow Method, but attacks have a chance of inflicting negative levels.

8th Level: Elegant Executioner's Stance (Stance): Ranged attacks made w/in the first range increment increase their critical threat range by 2 steps.
Flawless Archer Discipline (Boost): Ranged attacks are resolved as force touch attacks.
Triumphant Devil's Flight (Strike): Ranged attack ignores all cover, DR, and hardness.

9th Level: Frozen Prayer Entombment (Strike): Target of your ranged attack may be affected by the Entomb spell (Frostburn, p93).

Maneuver Descriptions:
Aid Of Ill Wind
Devil's Flight (Stance)
[Class]: 1
Prerequisite: None
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

As long as this stance is active, the range increment for all ranged attacks you make is increased by 50%. This increase stacks with the Far Shot feat.

Arrowhawk Seizes Lemure
Devil's Flight (Stance)
[Class]: 3
Prerequisite: None
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

Arrowhawk Seizes Lemure denies opponents attacks of opportunity agianst you when making ranged weapon attacks. It also allows you to threaten attacks of opportunity against foes up to 10' away.

Banished Bow Arsenal
Devil's Flight (Counter)
[Class]: 3
Prerequisite: One Devil's Flight Maneuver
Initiation Action: Swift
Range: Personal
Target: One ranged weapon
Saving Throw: None

When you ready this maneuver, choose a number of weapons equal to your [stat] modifier, and make a Slieght of Hand check as if concealing them. When you initiate the maneuver, your opponent must make a spot check opposing your Sleight of hand roll. If the check is lower than your roll, you may draw and attack with the hidden weapon without provoking an AoO. If their check is higher, you provoke an AoO with that action.

Doom Drawn and Imminent
Devil's Flight (Boost)
[Class]: 2
Prerequisite: One Devil's Flight maneuver
Initiation Action: Swift
Range: Personal
Area: 60ft radius circle
Duration: See text
Saving Throw: Will negates

You initiate this maneuver as you draw your weapon. All enemies in the area of effect must make a Will save (DC12+[stat] modifier) or be shaken for 1d3 rounds.

Elegant Executioner Stance
Devil's Flight (Stance)
[Class]: 8
Prerequisite: Two Devil's Flight Maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

While you are in this stance, the critical threat range of any ranged weapon attack you make has its critical threat range increased by two steps. For example, a light crossbow would threaten a critical hit on a 15-20). The effects fo this stance do not stack with other effects that alter a weapon's threat range. This stance's effect applies to attacks made against opponents up to 30ft away.

Exquisite Relic Bow
Devil's Flight (Special)
[Class]: 6
Prerequisite: Three Devil's Flight Maneuvers
Initiation Action: Standard
Range: Personal
Duration: 1round/IL
Saving Throw: None

As a standard action, you may call into existence a bow or crossbow of any type that you are proficient with. This weapon may have up to 1/2 your IL in enhancement bonuses and/or special abilities a ranged weapon may have. The maximum enhancement bonus to attack and damage is equal to 1/3 your IL.

Five Birds, One Stone
Devil's Flight (Strike)
[Class]: 5
Prerequisite: One Devil's Flight Maneuver
Initiation Action: Full-attack action
Range: One ranged weapon attack
Target: See text
Duration: Instant
Saving Throw: None

As part of a full attack action, make a ranged weapon attack. If the attack hits and damages its initial target, you may roll another attack against an opponent no greater than 30ft from the initial. The initial target cannot be targeted again until the missile hits at least one other target first. You can target up to 5 opponents with this maneuver.

Flawless Archer Discipline
Devil's Flight (Boost)
[Class]: 8
Prerequisite: Three Devil's Flight Maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: 1 round

All ranged weapon attacks made until the end of the round in which this maneuver was initiated are resolved as ranged touch attacks. All damage dealt by said attacks deal 1/2 cold and 1/2 force damage.

Frozen Prayer Entombment
Devil's Flight (Strike)
[Class]: 9
Prerequisite: Five Devil's Flight Maneuvers
Initiation Action: Standard
Range: One ranged weapon attack
Target: One opponent
Duration: Instant and 1round/IL
Saving Throw: Fort negates

You initiate this maneuver as part of a standard ranged attack. The air around you drops in temperature rapidly and a rime of ice forms on your ammunition. The opponent that is struck by your attack takes your weapon damage and must make a Fortitude save (DC19+[stat] modifier) or be encased in and dealt an additional 6d6 damage. If the save fails, they begin to suffocate (DMG, 304) and take 2d12 cold damage and 1 Con damage each round. Escape from the ice requires a DC20 Strength check or 20 points of fire damage.

Gasp of Dead Gods
Devil's Flight (Strike)
[Class]: 7
Prerequisite: Three Devil's Flight Maneuvers
Initiation Action: Standard
Area: 60ft Cone or 120' line
Duration: Instant
Saving Throw: Reflex, half

Your ranged weapon attack becomes a cone or line of icy, black, baleful flame. All opponents caught in the AoE are dealt your weapon damage plus 3 points of cold and 3 points of negative energy damage/2IL's. Opponents are allowed a reflex save (DC17+[stat] modifier) for 1/2 damage.

Iron Sleet Attack
Devil's Flight (Strike)
[Class]: 3
Prerequisite: One Devil's Flight Maneuver
Initiation Action: Standard
Range: One ranged weapon attack
Target: One opponent
Duration: Instant
Saving Throw:

As part of this maneuver, you make a single ranged attack against an opponent. In addition to dealing normal weapon damage with the attack, you deal 4 points of Dexterity damage. A successful Fortitude save (DC13+[stat] modifier) halves this Strength damage, but has no effect on the weapon damage you deal with the strike.This maneuver is a supernatural ability

Lightning Clutch of the Raptor
Devil's Flight (Counter)
[Class]: 4
Prerequisite: Two Devil's Flight Maneuvers
Initiation Action: Immediate
Range: Personal
Target: You.
Duration: Instant
Saving Throw: None

If your opponent strikes you with a ranged attack on his turn, you can replace your AC with the result of a Sleight of Hand check as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared). Your Sleight of Hand check applies to only one attack. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. If your Sleight of hand check beats your opponents attack roll by 5 or more you may redirect the attack to any legal target within the attack's range. You may also use this maneuver in the place of a reflex save versus an area attack. Success means that you, and you alone, are not affected by said attack.

Overwhelming Devil's Flight
Devil's Flight (Boost)
[Class]: 1
Prerequisite: One Devil's Flight Maneuver
Initiation Action: Swift
Range: Personal
Target: You
Duration: 1 round /IL or until discharged
Saving Throw: None

As a swift action, you channel the keen eyes of abyss-dwellers. On a chosen ranged attack, you add +1d6 to your attack roll. You may discharge this maneuver after seeing the results of that roll. This maneuver cannot be recovered until it has been expended and discharged.

Piercing Ghost Barb
Devil's Flight (Boost)
[Class]: 4
Prerequisite: Two Devil's Flight Maneuvers
Initiation Action: One ranged attack
Target: One opponent
Duration: Instant
Saving Throw: None

As part of a ranged attack, you can initiate this maneuver. Your strike is resolved as a ranged touch attack that deals 1/2 cold and 1/2 force damage.

Pulse of the Prey
Devil's Flight (Strike)
[Class]: 5
Prerequisite: One Devil's Flight Maneuver
Initiation Action: Full-round action
Range: One ranged attack
Target: One opponent
Duration: None
Saving Throw: None

You pull your bow back and close your eyes. You can hear your quarry's blood race through its veins as it scrambles for cover. You release the string and despite the distance, are treated to a satisfying thunk as your arrow hits home.

This maneuver allows you, as a full-attack action, to take 20 on your next ranged attack roll.

Quiver of Souls
Devil's Flight (Boost)
[Class]: 7
Prerequisite: Three Devil's Flight Maneuvers
Initiation Action: Swift
Range: Touch
Target: One ranged weapon
Duration: 1 round/2IL's
Saving Throw: None

This maneuver functions as Relic Arrow Method (see below), however the duration is longer and each target that is struck by a projectile created via this maneuver must make a Fortitude save (DC17+[stat] modifier) or gain 2 negative levels.

Ravening Devil Mouth
Devil's Flight (Stance)
[Class]: 5
Prerequisite: Two Devil's Flight Maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Area:See text
Duration: Stance
Saving Throw: None

Each time an opponent is brought to 0hp while in your ranged weapons first range increment, you heal damage equal to that opponent's Con modifier. You may also heal ability damage at a rate of one point of ability damage healed for every 4hp.

Relic Arrow Method
Devil's Flight (Boost)
[Class]: 3
Prerequisite: Two Devil's Flight Maneuvers
Initiation Action: Swift
Range: Touch
Target: One ranged weapon
Duration: 1 minute
Saving Throw: None

Within the duration of this maneuver, you may make ranged attacks with your chosen weapon without using ammunition. You instead create projectiles that deal 2d6+[stat] modifier damage that is 1/2 cold and 1/2 negative energy.

Resurgent Devil's Flight
Devil's Flight (Counter)
[Class]: 4
Prerequisite: Two Devil's Flight Maneuvers
Initiation Action: Immediate
Range: Personal
Target: One ranged attack roll
Duration: Instant
Saving Throw: None

If one of your ranged attacks misses, you can initiate this maneuver to reroll that attack roll with a +2 bonus.

Splinter Of the Void
Devil's Flight (Strike)
[Class]: 1
Prerequisite: None
Initiation Action: Standard
Range: Ranged weapon attack
Target: One opponent
Duration: None
Saving Throw: See text

You channel devilish power into your weapon. The quicker your hand, the more you can steal away to hinder your target. You may imbue your ammunition with any of the following effects as long as you have the requisite number of ranks in Sleight of Hand.

{table=head]Skill Ranks|Special
4-8|Bloodthirsty Arrow: Add skill ranks to the damage of the ranged weapon attack.
9-13|Dream-Shattering Spite: Target is affected as if by a Slashing Dispel (PHBII, 125)
14-18|Hundred Paces Bite: Target must make a Fortitude (Str, Dex, Con) or Will save (Int, Wis, Cha) (DC=Skill ranks+[stat] modifier) or take 4 damage to the ability score of your choice.
19+|Imposition of Agony: Target must make a Reflex save (DC=Skill ranks+[stat] modifier) or be paralyzed for 1d6 rounds.[/table]

Triumphant Devil's Flight
Devil's Flight (Strike)
[Class]: 8
Prerequisite: Three Devil's Flight Maneuvers
Initiation Action: Standard
Target: One opponent
Duration: Instant
Saving Throw: None

Initiating this maneuver as part of a standard action negates all penalties and impedances to your attack roll except the target's armor class. This attack also ignores DR and hardness.

Twisting Spiteful Shaft
Devil's Flight (Strike)
[Class]: 6
Prerequisite: Two Devil's Flight Maneuvers
Initiation Action: Standard
Range: One ranged weapon attack
Target: One opponent
Duration: Instant (See text)
Saving Throw: Reflex negates

Your arrow hits home and begins twisting and grinding at your opponent's side; shifting ever deeper into their flesh.
The target of this maneuver must make a DC16+[stat] modifier reflex save or take the damage from you attack for 1 round per 4IL's.


Withering Feathered Maelstrom
Devil's Flight (Strike)
[Class]: 2
Prerequisite: One Devil's Flight Maneuver
Initiation Action: Standard
Range: Personal
Target: You
Duration: Instant
Saving Throw: None

When you initiate this maneuver, make a sleight of hand check opposed by your opponent's AC for every 4 points higher your roll is, you may make one additional ranged attack on this action (Max= [stat] modifier). Each of these extra attacks suffers a -2 penalty.

Debihuman
2013-07-06, 01:10 AM
C924

It's pretty good. Only mindless creatures don't get feats and skills. Here is is cleaned up. Thanks for making this.

Spazosaurus
Huge Animal
Hit Dice: 5d8-3 (19 hp)
Speed: 30 ft. (6 squares)
Initiative: -3
Armor Class: 6 (-4 Dex, -2 size, +2 natural), touch 4, flat-footed 6
Base Attack/Grapple: +3/+7
Attack: Slam -2 melee (1d8-4)
Full Attack: Slam -2 (1d8-4)
Space/Reach: 15 ft./ 15 ft.
Special Attacks: —
Special Qualities: Laughter inducing, low-light vision, unstable
Saves: Fort +4 Ref +4 Will +1
Abilities: Str 4, Dex 4, Con 5, Int —, Wis 1, Cha 6
Skills: —
Feats: —
Environment: Temperate forests and plains
Organization: solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 6-10 (Huge), 11-20 (Gargantuan)
Level Adjustment: —

Lumbering towards you is a bipedal, stooped over dinosaur that looks like it could fall over at any moment. As it shuffles forwards, it takes all your strength to not burst out in laughter at its comical movement.

Combat

Laughter Inducing (Ex): Whenever the spazosaurus moves or attacks, all creatures with line of sight to the spazosaurus must make a Will save (DC 10), or be stunned for one round as they start to laugh uncontrollably at the hilarious movements of the spazosaurus. The save is Dexterity-based and is a mind-affecting effect.

Unstable (Ex): After every attack, a spazosaurus must make a Reflex save (DC 18) to avoid falling prone. If it fails its Reflex save, the DM should roll on the scatter table to see which direction the spazosaurus falls. All creatures within 15 feet of the spazosaurus take 1d6 points of damage. A successful Reflex save (DC 9) halves the damage. The spazosaurus must make a DC 18 strength check to get up from a prone position. The save is Constitution-based.

Debby

DracoDei
2013-07-06, 01:40 AM
C924

Does Int - itself grant any significant imunities? I don't THINK it does, but if it does you would be better of making it Int 1 and then giving it a special quality of not having skill ranks or feats... or maybe give it Vow of Poverty as a joke, since I have heard it is worse than not having a feat... for a PC. OTOH it would actually benefit it... except that it is true neutral, and thus has obviously failed the Vow, although that sorta spoils the joke.

C???


7th Level: Gasp of Dead Gods (Strike):

You are missing a description here.

TuggyNE
2013-07-06, 02:47 AM
C924

Does Int - itself grant any significant imunities?

C924 Yeah, it does; mindlessness means immunity to all [mind-affecting] effects.

Debihuman
2013-07-06, 06:29 AM
C924

Does Int - itself grant any significant immunities? I don't THINK it does, but if it does you would be better of making it Int 1 and then giving it a special quality of not having skill ranks or feats... or maybe give it Vow of Poverty as a joke, since I have heard it is worse than not having a feat... for a PC. OTOH it would actually benefit it... except that it is true neutral, and thus has obviously failed the Vow, although that sorta spoils the joke..

Just by virtue of having an Intelligence score doesn't gain a creature any immunities. Animals get low-light vision as part of Animal traits.

DracoDei
2013-07-06, 10:24 PM
Just by virtue of having an Intelligence score
I meant the LACK of an intelligence score.

Debihuman
2013-07-06, 10:42 PM
C924 Yeah, it does; mindlessness means immunity to all [mind-affecting] effects.


Actually it is a bit more than that: "A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails Intelligence checks."

Debby

MonkeySage
2013-07-06, 10:44 PM
I'd had the idea for a while to write up stats for a sort of magical headband that bestowed painful visions of the future to it's wearer... the inspiration for this is Cordelia's visions(Angel).

In the beginning, the wearer only gets headaches of a severe sort from the headband, accompanied by vague foggy visions of the near future.

At all times the wearer can resist the damage with a fort save of increasing dc.

But i'm thinking at first it's just headaches on failed save, no damage. Then non lethal damage on a failed save. Then lethal damage on failed save. Then Con damage on failed save. This is physical damage; a mortal brain not being able to handle the visions or something like that.

If the wearer cannot have it removed within an alotted amount of time, the symptoms become fatal... The visions are random, provided at the dungeon master's leisure.

The damage can be healed, or restored. But restoration spells have an increasing chance of failure as well.

The headband cannot be removed with a simple remove curse spell, it has to be manually removed by the original owner, who does not suffer the fatal effects of the headband. Otherwise, limited wish, wish, or miracle.

The wearer can survive and embrace the visions by becoming at least a half cel or half fiend.

Can ya'll help me with the specifics? Like a working mechanic for it?

Edit: I suppose that means i'm number R.925?

Debihuman
2013-07-07, 12:07 AM
Monkey Sage, your request should be Number as R. 925 if I'm not mistaken.

TuggyNE
2013-07-07, 01:51 AM
Actually it is a bit more than that: "A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails Intelligence checks."

Sure, but "Immunity to Int checks" just sounds weird.

DracoDei
2013-07-07, 08:42 AM
C 925
The side effects should be something someone around here could figure out reasonably easily.

The visions themselves are the part that is hard to quantify.

Celesyne
2013-07-07, 07:48 PM
R. 926

After having started playing Dust: an Elysian Tail and scouring the internet, I've come to you homebrew gods. I have an indescribable desire to play a Nimbat character. Is there any of you amazing people who would be kind enough to stat out a race of little Fidgets (http://static.giantbomb.com/uploads/scale_small/3/33529/1127077-fidget_01.png) for me?

Debihuman
2013-07-07, 09:16 PM
R. 926

After having started playing Dust: an Elysian Tail and scouring the internet, I've come to you homebrew gods. I have an indescribable desire to play a Nimbat character. Is there any of you amazing people who would be kind enough to stat out a race of little Fidgets (http://static.giantbomb.com/uploads/scale_small/3/33529/1127077-fidget_01.png) for me?

C. 926. What game system? 3e, 4e, Pathfinder? Something else?

Do you want a winged anthro cat?

Debby

Celesyne
2013-07-07, 09:52 PM
C. 926

Preferably 3.5, and... well yes.. thats roughly the gist of it. LA +0 would be nice, but if not possible (and it likely isn't) as low as possible please :smallbiggrin:

Debihuman
2013-07-08, 09:18 AM
C. 926.

Please edit your comments to include the appropriate numbers. This thread isn't always linear and to go back and forth to figure out which comment goes with which request is too time consuming. C. for Comments, R. for Request and H. for Homebrew.

Flight is always LA +1.

Unfortunately, I'm not at all familiar with the source game so some explanation of who they are would be useful.

Debby

Celesyne
2013-07-08, 02:09 PM
C. 926

http://elysiantail.wikia.com/wiki/Fidget is about as good as I can do... I'm on my way out the door to work, but that should cover most of her.

Qwertystop
2013-07-08, 02:31 PM
C. 926.

Please edit your comments to include the appropriate numbers. This thread isn't always linear and to go back and forth to figure out which comment goes with which request is too time consuming. C. for Comments, R. for Request and H. for Homebrew.

Flight is always LA +1.

Unfortunately, I'm not at all familiar with the source game so some explanation of who they are would be useful.

Debby
"Basically useless" is a relevant descriptor for Fidget. Like Navi, but with a tiny bit of magic that's more embarrassing than having nothing.

Arkhosia
2013-07-08, 02:47 PM
R 927
A 4e wizard summoning class (think an artificer who ONLY has spells for creating constructs or aiding said constructs)

DracoDei
2013-07-08, 03:46 PM
R 928
Wanting some summoning lists for the following spells which I am convinced should exist, despite the fact that WotC apparently decided that the ability to create intelligent undead obsoletes the ability to summon undead (or so I guess was their justification):

Summon Undead VI
Summon Undead VII
Summon Undead VIII
Summon Undead IX
In order of importance what I would like to see are:
Skeletons
Zombies(I suspect hydras with various numbers of heads could be good)
Everything else

Debihuman
2013-07-08, 04:10 PM
C. 928

Summon undead spells are from Heroes of Horror. (Not everyone has that supplement. See here for explanation: http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=5

Stealing from Brilliant Gemologists the progression of CR for creatures probably should follow this:

SU VI: CR 5-6
SU VII: CR 7-8
SU VIII: CR 9-10
SU IX: CR 11-13

As long as your Undead creatures have a CR that falls into that range, it should be summonable.

Debby

Arkhosia
2013-07-08, 04:28 PM
R 929
Could someone share 4e versions of resurrect spells, summon spells for elementals or demons, and/or dire tortoises?
Also, ignore earlier request

DracoDei
2013-07-08, 06:20 PM
C. 928

Summon undead spells are from Heroes of Horror. (Not everyone has that supplement. See here for explanation: http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=5

Stealing from Brilliant Gemologists the progression of CR for creatures probably should follow this:

SU VI: CR 5-6
SU VII: CR 7-8
SU VIII: CR 9-10
SU IX: CR 11-13

As long as your Undead creatures have a CR that falls into that range, it should be summonable.

Debby
C. 928
That should do as a starting point.

Random rambling about zombie hydras (including stats for 5 headed one):
Summoning zombie hydras is a bit cheese (at least as I understand it) because you can drop them right next to an opponent and they get all of their attacks immediately. Of course, all that says is that I should probably use the lower limit of what you specified, or maybe one below that.

Let's see what this looks like:
Zombie 5 headed Hydra

Zombie 5 headed Hydra
Size/Type: Huge Undead
Hit Dice: 10d12+3 (68 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 18, touch 8, flat-footed 18 (-2 size, +10 natural)
Base Attack/Grapple: +5/+17
Attack: 5 bites +7 melee (1d10+4)
Full Attack: 5 bites +7 melee (1d10+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/slashing, Single Actions Only
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 19, Dex 10, Con —, Int 1, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Enviroment: Any
Organization: Any
Challange Rating: 4 (3 "by the book", but...)
Treasure: None
Alignment: Always Neutral Evil
Advancement: —
Level Adjustment: —
Zombie hydras can attack with all their heads at no penalty, even if they charge during the round.

A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A zombie hydra can no longer attack with a severed head but takes no other penalties.

Each time a head is severed, a single new head springs from the stump in 1d4 minutes. Stumps can not be sealed, but if all heads are severed at any time then the zombie hydra is destroyed.

A hydra’s body can be slain just like any other creature’s. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.

Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

Single Actions Only (Ex): Zombie hydras have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack with all its heads in the same round, but only if it attempts a charge.


Development notes:
I omitted the slam attack because it shouldn't ever come up, and tweaked the head regrowth(which is not technically a special quality and thus isn't lost... yeah, WotC is a bit confused sometimes), not that it matters for summoning in most cases.


Ok, that looks like something that is reasonable at 9th level (due to the "flurry of misses" effect that having Total Attack Bonus < Encounter level would tend to produce). Which says that +1 CR is about right, at least for that spell level range. Might go higher or lower at higher HD.

But I really should be thinking in terms of skeletons first for the project I am considering.

MonkeySage
2013-07-08, 07:06 PM
R 925:

The visions I can work on myself, i have a pretty clear idea of what i want from this part(i'll keep posting if anyone else wants to use this). I was mainly wanting help with the damage caused by the visions, something that has little to do with the content or clarity of the visions and more to do with a sort of physical strain.

Perhaps a percentile could determine when the damage caused by the visions progresses to the next stage? The dm is then left with the decision of when to let the player have a vision...

Debihuman
2013-07-08, 09:27 PM
C. 928

"Zombie hydras can attack with all their heads at no penalty, even if they move or charge during the round." This isn't true any more since the Zombie Template says " A zombie can move up to its speed and attack in the same round, but only if it attempts a charge." bolded for emphasis.

Zombie hydras can attack with all their heads at no penalty, only if they charge during the round.

Debby

Steward
2013-07-08, 10:40 PM
C. 928

So, as far as I can tell, now zombies can move and attack in one round but if they charged. I guess someone is a Romero fan!

DracoDei
2013-07-09, 12:07 AM
C. 928

"Zombie hydras can attack with all their heads at no penalty, even if they move or charge during the round." This isn't true any more since the Zombie Template says " A zombie can move up to its speed and attack in the same round, but only if it attempts a charge." bolded for emphasis.

Zombie hydras can attack with all their heads at no penalty, only if they charge during the round.

Debby


C. 928

So, as far as I can tell, now zombies can move and attack in one round but if they charged. I guess someone is a Romero fan!
They can stand still (or 5' step?) and attack with all heads. They can partial-charge and attack with all heads. <-My intent, and I will edit out the words "move or" from the first statement.

Debihuman
2013-07-09, 11:31 AM
C 925:

The visions I can work on myself, i have a pretty clear idea of what i want from this part(i'll keep posting if anyone else wants to use this). I was mainly wanting help with the damage caused by the visions, something that has little to do with the content or clarity of the visions and more to do with a sort of physical strain.

Perhaps a percentile could determine when the damage caused by the visions progresses to the next stage? The dm is then left with the decision of when to let the player have a vision...


If I remember correctly, bad visions caused brief pain (treat as being shaken for 2 rounds).

If you make the item difficult to use, nobody will want it no matter how good the visions are.

You might use augury as the basis for this item.

MonkeySage
2013-07-11, 08:01 PM
I think I was able to resolve the visions successfully... and the item itself, with it's harmful effects. I used augury as a springboard for the visions, an inspiration.. As for the effects, it comes in 6 stages, with a random progression between. The effects start with an minute long daze, then non lethal damage, then lethal damage(2 stages), then temporary con damage, and finally permanent con damage. I tested this and a level 5 wizard was able to go through about 40 visions before they started killing him, which was what i had in mind. I only need to work out the difficulty in fort saves...

Debatra
2013-07-12, 11:16 PM
R. 921

I need a CR 12 monster with swim and fly speeds (at least good maneuverability). Preferably something that can be of any alignment, but anything that isn't forced into good or evil is fine.

Should be Large. Preferably a Monstrous Humanoid, but not absolutely required. Must not be Undead.

Spell Resistance and at-will Dispel Magic are a must.

It should have decent Charisma, with any applicable abilities being Charisma-based.

C 921

As I said, no rush; but I'm curious how this is coming along?

JonathonWilder
2013-07-13, 01:57 AM
R. 930

I am seeking a Pathfinder Archetype for the Bard, the basic idea being a traveling storyteller, that instead of 'bardic music' one would have abilities that better reflect one that spends his time going to far off lands, forgotten ruins, and dusty libraries. More importantly a Bard archetype where the class that can 'bring to life' the stories they tell, calling forward the characters, creatures, and monsters of long ago (perhaps through illusion/shadow illusion/conjuration). One whose words can change the their surroundings to match their needs, perhaps even alter the luck of others as long as he can 'narrate' what others are doing.

Or something like that, perhaps it is a bit much, whoever takes this get's the basic idea of what I am looking for and I am open to anything that can be created with what I have given.

dspeyer
2013-07-14, 02:19 PM
H921

Trying again...

Legendary Cormorant

{TABLE]Size/Type:|Large Magical Beast
Hit Dice:|14d10+56 (133 hp)
Initiative:|9
Speed:|20 ft (4 squares), fly 60ft(Good), swim 30ft
Armor Class:|28 (-1 size,+9 dex, +7 natural, +3 deflection), touch 21, flat-footed 19
Base Attack/Grapple:|+14/+19
Attack:|claw +22 melee (2d4+1)
Full Attack:|2 claws +22 melee (2d4+1) and beak +20 melee (1d8+0 plus curse)
Space/Reach:|10ft/5ft
Special Attacks:|Improved grab, Stoop
Special Qualities:|Bend Luck, Hold Breath, Low-Light Vision, Plane Shift (self and passengers only)
Saves:|Fort +13, Ref +18, Will +8
Abilities:| Str 12, Dex 28, Con 19, Int 12, Wis 15, Cha 17
Skills:|Search +18, Spot +19, Swim +26
Feats:|flyby attack, iron will, multiattack, weapon finesse, wingover
Environment:|coastlines
Organization:|solitary
Challenge Rating:|12
Treasure:|standard
Alignment:|usually neutral
Advancement:|-
Level Adjustment:|-
[/TABLE]

Grace
A legendary cormorant adds its charisma bonus to its armor class as a deflection bonus. (included in statblock)

Stoop
When a legendary cormorant charges downward, it may attack with both claws.

Improved grab
When a legendary cormorant hits a smaller creature with an attack, or an equal size creature with both claws, it may immediately begin grapple with no attack of opportunity.

Curse
When a legendary cormorant hits with its beak, it may immediately bestow a curse as if by the Bestow Curse spell. The save dc is charisma based.

Bend Luck
A legendary cormorant may alter the luck of other creatures. Over the course of each day, it has 30 luck points to bestow, each of which grant a +/- 1 luck modifier to all attacks, saves and skill checks of the effected creature for the next hour. No single creature can receive more than a +/- 5 modifier. The legendary cormorant may bestow multiple luck points at once (either on the same or different creatures). The bestowal is a standard action requiring line of sight. A dc 20 will save negates. The save is cha based.

Hold Breath
A legendary cormorant can go 1 hour without breathing.

Plane Shift (self and passengers only)
Twice a day, a legendary cormorant can use Plane Shift (as the spell) for itself and beings it is carrying (either in its claws or on its back). The save dc, if relevant, is cha based.

Language
Legendary cormorants can speak common, auran, aquan, celestial, abyssal and infernal, but rarely choose to do so. Thanks to their languages and plane shift ability, they sometimes carry messages among outsiders, the dead, and the living, but generally for a high price.

Skills
A Legendary Cormorant has a +8 racial bonus on Swim checks. It can take 10 on swim checks even when rushed or threatened.

CardCaptor
2013-07-14, 06:02 PM
R. 931

This is more to ask feedback about a homebrew I've had in my 3.5 games for a while. Archery's been underwhelming for my group, and they asked me to do something to make it more interesting. To do such, I've made all masterwork arrows Bodkin arrows, which lower's a targets combined Armor and Natural Armor value up to a total of -9 to represent the bodkin arrows' ability to penetrate through full plate like butter. As a result, all magical arrows are Bodkin arrows with armor-piercing properties as well, among other things. Now, my players have enjoyed being archers since, but they've hated it when I pitted archers against them, feeling like they were being butchered down. We're not much of optimisers in my group, but I wonder if you'd have tips to help me balance this out for both sides, or if I should remove this mechanic entirely out of my game.

TuggyNE
2013-07-14, 06:10 PM
C921: What is going on with the save for Bend Luck? DC 38 is horrifically high for a CR 12, and I can't figure out where it's coming from. 14 HD and 17 Cha makes for 10+7+3 = DC 20.

dspeyer
2013-07-14, 07:58 PM
C921

Yes, that should be dc 20. Fixed.

DracoDei
2013-07-14, 09:38 PM
R. 931

This is more to ask feedback about a homebrew I've had in my 3.5 games for a while. Archery's been underwhelming for my group, and they asked me to do something to make it more interesting. To do such, I've made all masterwork arrows Bodkin arrows, which lower's a targets combined Armor and Natural Armor value up to a total of -9 to represent the bodkin arrows' ability to penetrate through full plate like butter. As a result, all magical arrows are Bodkin arrows with armor-piercing properties as well, among other things. Now, my players have enjoyed being archers since, but they've hated it when I pitted archers against them, feeling like they were being butchered down. We're not much of optimisers in my group, but I wonder if you'd have tips to help me balance this out for both sides, or if I should remove this mechanic entirely out of my game.
C. 931
I would suggest making this its own thread. Other than that, try saying it can only negate up to half of the combined bonuses, if that wouldn't be too much bookkeeping.

Just to Browse
2013-07-16, 06:38 PM
H/C 931

What you want is an archery fix that really helps one or two archers fight, without allowing mobs of archers to be the dominant strategy.

Boosting the to-hit values on arrows will help your party, but they should generally have a higher to-hit value than the mobs of faceless mooks they face. If those mobs of faceless mooks (with low to-hit ratings) get a hold of super arrows with an effective +9 bonus to hit, they're going to roflstomp the party far more than they ever did before.

Better solutions I could recommend:
Allow archers to take multiple feats instead of one. Archery is very feat intensive, and it's one of the many reasons it's such a bad choice for anybody but a cleric. If you designate a section of feats as "weak archery" feats, and let someone pick up a "weak archery" feat for free every time they take another archery feat, it'll make them more effective in combat and it will allow power to scale quadratically (a level 1 fighter can have 2 feats, but a level 3 PC will have 4).
Give more benefits for shooting with improved ground, more penalties for hitting moving targets, liberally allow for cover, and allow feats or BAB requirements to mitigate problems. This makes archery feel dynamic (shoot targets standing still, move when attacked) and lets people with bigger numbers (e.g. PCs) overcome the problems.
Give archery a version of Power Attack--like "Deadly Aim" (credit to Legend for that name), so that players can have useful damage in fights. Also, let archers use the dead-eye (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Dead_Eye) feat, and maybe relax the requirements. It helps a lot at lower levels of play and optimization.

If you gave me the levels, character builds/playstyles, and general challenges for your party, I could give you some more specific recommendations. Archery is probably one of the worst tactics in D&D so I know the feeling.

Debihuman
2013-07-16, 09:12 PM
H921

Trying again...


C921.
Your problem is that a legendary animal should still have the Animal Type and shouldn't have any magical and supernatural abilities. What you have created is a supernatural Magical Beast. Lose Bend Luck Grace and Plane Shift and you will be on track.

Debby

gurgleflep
2013-07-19, 11:45 PM
R 932
I would like to request a ship, sword, and nefarious black-bearded captain in the style of Pirates of the Caribbean 4. Blackbeard isn't necessary, I feel I could stat him and his crew easily enough but I've no clue where to begin on the sword or the Queen Anne's Revenge!
Was the ship even enchanted in the movie or was it all the work of the sword? :smallconfused:

Eldan
2013-07-21, 03:16 PM
Anyone want anything big done? Like, a whole prestige class, a list of new spells, a race of new monsters? I want to homebrew something big, but none of my ideas are going anywhere. So if anyone has a nice idea for me, I'm all ears.